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iarwain
@iarwain
it runs my development playground called bounce
the library itself is self contained in the .dylib file
Tauntty
@TaunttyDev_twitter
ahh ok
cool so ive got it working... cool
iarwain
@iarwain
it's twice as big on mac as we still pack both the 32bit and 64bit versions in one single file
yep, congrats :)
you can play around with it, or go through tutorials from the wiki
you can start a new project by using init: https://wiki.orx-project.org/en/tutorials/creating_your_own_project
Tauntty
@TaunttyDev_twitter
what are the capabilities on this engine?
iarwain
@iarwain
mmh, that's a broad question :)
are you looking for some specific features?
Tauntty
@TaunttyDev_twitter
the two im looking at, maybe, are multiplayer and simulation
iarwain
@iarwain
if you need networking, the engine doesn't have any direct networking support at the moment, though some people have been working on online multiplayer games with it, but in that case they'd handle the replication in their own code
the renderer is also 2D only, though there are rendering hooks and some people have used it to render custom 3D meshes as well
those are the two major missing features
Tauntty
@TaunttyDev_twitter
ok cause what i was looking at with simulation is sort of "sand game" sort of simulation
pixel simulation
iarwain
@iarwain
that shouldn't be an issue
Tauntty
@TaunttyDev_twitter
ok cool, been trying to find a engine that supports it XD
iarwain
@iarwain
well, as least let's put it this way: I can't think of any limitations that would prevent you from doing that
custom shaders are supported natively and are data driven
Tauntty
@TaunttyDev_twitter
love data driven
great stuff it is
iarwain
@iarwain
the render pipeline is very flexible (data driven, again), and can be entirely modified at runtime
so it's easy to add new viewports, do offscreen rendering or even use multiple render targets (MRT)
Tauntty
@TaunttyDev_twitter
sounds good
iarwain
@iarwain
there are a few examples in the wiki, including this one: https://wiki.orx-project.org/en/tutorials/community/iarwain/compositing
both screenshots were taken with the same code, only the data was different (including particle emitters, etc)
to illustrate the data driven approach, this video, part of a series we started doing recently-ish, might give you an idea of what to expect: https://www.youtube.com/watch?v=o_Tf4aDwXKk
Tauntty
@TaunttyDev_twitter
cool, thanks for the help :)
iarwain
@iarwain
my pleasure, don't hesitate if you have any questions :)
Tauntty
@TaunttyDev_twitter
Well just to help me with this engine, can you point me in the direction about pixel simulation/"sand game"/Pixel physics??
iarwain
@iarwain
You'll have to look into's Liquidfun's particle system. This part currently isn't data driven (there was a branch over 4 years ago with some work for that, but it never got finished and its author isn't active here anymore so I closed it a few months ago). You'll have to check directly inside Liquidfun's documentation to see how it works.
You can then achieve the rendering part with a shader or by modifying a texture manually at runtime (I'd recommend the shader approach though)
Something similar to the tilemap shader that has been discussed on the forum here: https://forum.orx-project.org/discussion/9088/grid-mining/p1
However instead of tiles, you'd have a much smaller grain
Maybe the texture update approach might be the easiest to test first though.
In any case, the first step would be the simulation itself, and I'm afraid I've never used it myself.
I could push the old branch back to github if you want to have a look at how it was integrated. (Note that it's still part of the hg repository if you clone that one from bitbucket or sourceforge)
iarwain
@iarwain
The Liquidfun headers can be found at extern/LiquidFun-1.1./include/Box2D/Particle
Tauntty
@TaunttyDev_twitter
ooo, lots of stuff to read, thank you :)
iarwain
@iarwain
np! I've never dug into that part myself, but if you have questions maybe someone else might be more knowledgeable than me :)
Tauntty
@TaunttyDev_twitter
ill start off with reading it all then ill go bouncing around in here XD
iarwain
@iarwain
sounds like a plan! :)
Tauntty
@TaunttyDev_twitter
thanks for the help so far :)]
iarwain
@iarwain
as it's 4AM, I'm going to go bet some rest, enjoy your reading!
my pleasure!
Sausage Johnson
@sausagejohnson
@TaunttyDev_twitter I'll add that into the doc too. Forgot about permissions.
Sausage Johnson
@sausagejohnson
@TaunttyDev_twitter I'll be interested to know if you get the same permission error with a generated project using Init.