BlitzMax language binding

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brucey
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Joined: Sat Nov 03, 2007 3:55 am
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BlitzMax language binding

Post by brucey »

I've finally got the language binding for BlitzMax finished.
(BlitzMax is a cross-platform (Win32/OS X/Linux) programming language with a focus on game creation)

Thanks to Chipmunk, it's now even easier to apply physics to our games :D

The module, including Chipmunk source, is available from here.

Thanks Scott for your excellent work, and we look forward to your continued efforts !!!
nino
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Joined: Thu Nov 22, 2007 8:21 am
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Re: BlitzMax language binding

Post by nino »

Thanks again for this brucey - and Scott.
Slaine
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Re: BlitzMax language binding

Post by Slaine »

First off, great phyics engine, and well done on wrapping with Blitzmax, one thing I would like to know is how do you apply a force to a body? in the main loop I have included this code:

Code: Select all

If KeyDown(KEY_UP)
     body.applyImpulse(var, var)
Endif
But this returns no results?

Thanks
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slembcke
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Re: BlitzMax language binding

Post by slembcke »

This is actually a question that comes up a lot. Impulses add directly to the velocity, forces add to the forces applied to that body which affect the velocity over time. Use impulses for short fast acting forces like cannons firing or a character jumping. Use forces for long drawn out forces like thrusters or springs.
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