Object Command+ Type Conversion
Blitz3D Forums/Blitz3D Programming/Object Command+ Type Conversion
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Hi, I am not quite sure if this dosen't belong in the beginners fourm but here it goes: I am trying to write a verlet intergration library. So far I have only four basic functions: CreateParticle(x,y,z,mass) CreateConstraint(p1,p2,stretch) UpdateConstraints() and UpdateParticles() I am having trouble with the CreateConstraint func. My code looks like this: Function CreateConstraint(p1%,p2%,stretch#,length#=3) constraint.constraint= New Constraint constraint\p1=Object.particle(particle) constraint\p2=Object.particle(particle) constraint\stretch=stretch constraint\length=length End Functionbut blitz does not like the bit about constraint\p1=Object.particle(particle) constraint\p2=Object.particle(particle) so basically my question is how can I fix this:-) If there is a way to do it without having to alter my constraint type with a field like Type Constraint Field particle.particle Field otherstuff End Type that would be good Thanks |
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The type difintion should have the p1 and p2 fields for it to work:Type Constraint Field p1.particle Field p2.particle Field otherstuff End Type Also se my reply in the beginners forum. |
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just wondering, Have you seen any of the verlet libs already written? I wrote one myself... |
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Yeah I saw the other verlet libs but I wanted to do one myself. I really like game physics and wanted to be able to know exactly how they worked in my game. But I did study both yours and the one on blitzcoder called verlet3D before I commensed on my own just to get an understanding on how they work. Oh and sorry for the double fourm post. |
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mine's a bit confusing.... I had a whole bunch of crazy collision stuff as an attempt to get around some of blitz's collision probs and yet keep up speed. I'd say I did a pretty good job. although it is hard to set up :(. |