Fizz X
Re: Fizz X
Ah yes, I think taehl should have the final say since he came up with the original version of Fizz.
Re: Fizz X
Hi everybody, I'm still updating FizzX from time to time.
Recently I've added 'incomplete' support for line shapes.
Recently I've added 'incomplete' support for line shapes.
Last edited by ivan on Sat Dec 11, 2021 8:31 am, edited 1 time in total.
Re: Fizz X
Hey, just a small update, version 4 of fizzx is out.
Basically fixed and refactored the code (although it's still very much WIP).
Example love file shows a basic side scroller using fizzx.
Notice that the lib doesn't use any broad-phase elimination (yet) but performance is still pretty good.
Line shapes are still not 100% supported, but circles and rects should be work fine.
Looking forward to any feedback!
Basically fixed and refactored the code (although it's still very much WIP).
Example love file shows a basic side scroller using fizzx.
Notice that the lib doesn't use any broad-phase elimination (yet) but performance is still pretty good.
Line shapes are still not 100% supported, but circles and rects should be work fine.
Looking forward to any feedback!
- dreadkillz
- Party member
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- Location: USA
Re: Fizz X
Looks like everything's working in the demo. Is there documentation anywhere for this? Would be nice to not have to go through the code and figure stuff out.
Re: Fizz X
Hi and thanks for the trying the demo! Unfortunately there's no documentation, but you have a point, I should probably write something describing the basic API. BTW, looking back at the demo I see that you can glide up the sides of walls. I think this occurs because of the way the demo script determines if the player is 'grounded' or not.dreadkillz wrote:Looks like everything's working in the demo. Is there documentation anywhere for this? Would be nice to not have to go through the code and figure stuff out.
Re: Fizz X
Hey, check out my first post for the latest version of FizzX.
I've added broadphase partitioning so this allows having many dynamic objects while keeping the number of collision checks reasonable.
Memory usage is not bad either since most tables are reused instead of GC-ed.
Notice that this there are still a number of bugs, especially with circle and line shapes.
I've added broadphase partitioning so this allows having many dynamic objects while keeping the number of collision checks reasonable.
Memory usage is not bad either since most tables are reused instead of GC-ed.
Notice that this there are still a number of bugs, especially with circle and line shapes.
Re: Fizz X
The latest .love is broken.
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
Re: Fizz X
Ooops, didn't package that correctly.
Thanks for pointing this out, the download file should be OK now.
Thanks for pointing this out, the download file should be OK now.
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- Prole
- Posts: 14
- Joined: Fri Nov 02, 2012 12:47 am
Re: Fizz X
Hey Taehl, I was wondering if I could pick some pieces out of your demo to use, or perhaps just use it as a base for a project of mine. I would credit you fully.
Re: Fizz X
Hi tommy,tommyroyall wrote:Hey Taehl, I was wondering if I could pick some pieces out of your demo to use, or perhaps just use it as a base for a project of mine. I would credit you fully.
Just to clarify, Taehl was the author of the original Fizz lib.
This is Fizz X which is a modified version.
Also, if you plan on using any of the code, I would advise pulling it from the repository.
Last edited by ivan on Sat Dec 11, 2021 8:31 am, edited 1 time in total.
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