Installing Box2D Today
by rennie moffat · in iTorque 2D · 11/01/2011 (9:02 am) · 8 replies
I am looking to instal Box2D physics into iTGB via the thesis paper written by Michael Woerister (available here: code.google.com/p/tgb-box2d-integration/). I am wondering, before I do, beyond, resaving, and setting aside all projects and simply, loading in a brand new, fresh version of iTGB... what precautions, if any should I take? And perhaps most importantly, is this implementation compatible with iTGB 1.5?
About the author
My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.
#2
I am asked to
I am not sure what this means. I use a Mac. I have no such thing as Solution Explorer. Is this Finder? If so, what is the "Solution" equivalent I am supposed to clink on?
Also,
11/01/2011 (9:38 am)
upon installing the Box2D folder into the directory....I am asked to
Quote:
Now add the Box2D Visual Studio project to the TGB Solution. To do this right-click on the Solution in the Solution Explorer in Visual Studio and select �Add � Existing Project...�. Browse to the directory
engine/lib/Box2D/Build/VC8 and there select Box2D.vcproj (do not confuse with Box2D.sln).
I am not sure what this means. I use a Mac. I have no such thing as Solution Explorer. Is this Finder? If so, what is the "Solution" equivalent I am supposed to clink on?
Also,
Quote:Next open the Properties of the project TGBGame.I am unsure of how to do this. Again, I am on a Mac, building for iTGB.
#3
adding stuff to a source project is a universal task, one would hope that everyone using the products would have the ability to to this easily, or at least have the product documentation to assist them.
good luck.
11/01/2011 (10:17 am)
So, you are implementing a resource into a different engine using a different operating system that has different applications for everything.adding stuff to a source project is a universal task, one would hope that everyone using the products would have the ability to to this easily, or at least have the product documentation to assist them.
good luck.
#4
I am going thru it now and there seems to be many elements not properly explained, tho many have had success. another reason GG should just implement this for us.
I actually think I have taken it as far as I can for now.
I read through the document, made the changes to source that I could, I have now been trying to create my own box2d objects, but nothing, is showing. So I am stuck.
I have also, gotten to the point in the doc when he gives a project example. It asks to copy over the behaviors. I was hoping I could read through them but they are all dso's. Also, the directory has changed quite dramatically from 2009, so I do not think I can successfully transfer the project into iTGB at the moment.
Hair pulling slightly.
11/01/2011 (10:36 am)
hmm. does not sound too optimistic. I am going thru it now and there seems to be many elements not properly explained, tho many have had success. another reason GG should just implement this for us.
I actually think I have taken it as far as I can for now.
I read through the document, made the changes to source that I could, I have now been trying to create my own box2d objects, but nothing, is showing. So I am stuck.
I have also, gotten to the point in the doc when he gives a project example. It asks to copy over the behaviors. I was hoping I could read through them but they are all dso's. Also, the directory has changed quite dramatically from 2009, so I do not think I can successfully transfer the project into iTGB at the moment.
Hair pulling slightly.
#5
11/01/2011 (12:16 pm)
@Rennie - Thanks for trying to implement Box2d into iTGB. The tricky part is integrating nicely into the engine and not just doing a hack job. It's definately not something easy to do and if you get it to work please share with the community. Garagegames keep ignoring how important this is and refuses to spend resources on a feature that everybody wants (telling people the they have access to the source code and pointing to the outdated TGB hack implementation does not fly with me).
#6
11/01/2011 (12:29 pm)
I agree Johnny. As you can see from my posts, I have given up for today. However if I have a break through I will surely post. I am not too optomistic tho at this point. My thing is that I bet it would be so easy for them to just pop in. Oh well.
#7
Or someone could be working on it as a proper resource…
11/02/2011 (5:58 am)
They won't announce anything they don't have at least a fairly definite release date for, remember. If, purely hypothetically, they are working on it, it'll have to go through development, be tested for compatibility with the current codebase, then off to QA. Around that point it would be stable and definite enough to be announced.Or someone could be working on it as a proper resource…
#8
The day I can use it tho will be an exciting day. With this engine, the possibilites for any iTGB owner have quintupled million. Yeh.
11/02/2011 (8:46 am)
Either or would be great. I know I have been harassing Michael to make it a priority and he has stated, with out question, it is on the table.The day I can use it tho will be an exciting day. With this engine, the possibilites for any iTGB owner have quintupled million. Yeh.
Torque Owner rennie moffat
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