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FPE 3.2 Samples polish discussion

Nov 27, 2010 at 4:47 PM

As mentioned on the front page; we need someone to help out with the graphics in the samples. We would like to have the samples neat looking with a couple of simple textures if possible.

If you have any ideas and want to help out, let me know.

Nov 27, 2010 at 6:27 PM

Am currently busy doing the Forces system as you know. I might still be able to help out here and there

Nov 28, 2010 at 1:30 PM

What do you guys think about something like this:

I also have some tileable World of Goo/Worms style textures flying around:


Nov 28, 2010 at 5:02 PM

The style looks great; it might be the direction we should go in. The focus in the samples are the engine usage, so we should keep the textures to a minimum. The 3D effect would have to be removed as most of the sample bodies rotate. But something along those lines could be nice.

Dec 5, 2010 at 10:23 PM

Hey there,

I found some time over the weekend and worked on the DemoBaseXNA classes. I redid the SimpleSamples with some new graphics. First results can be seen here:

Most of the drawing happens inside PhysicsGameScreen. I build a simple material system and attach materials to fixtures via UserData.

I also updated all the fixture and body factories to take an UserData object on creation. I think that might be pretty usefull, as a lot of them add fixtures/bodies directly to the world and it might be handy to have access to UserData in the fixture/body added delegates. I used c# new optional parameters with a default value of null... so it does not break anything for existing code as long as it is .NET 4.0. Any comments on that?



Dec 5, 2010 at 10:46 PM

Looks like Christmas came early this year :) I love the border you made!

A note on the graphics: I like the static bodies in test 3, the stars from the collision filtering (they look like a pufferfish) and the border around the screen. The rest looks a little weird, but that might just be me and my no sense of style. I can be quite minimalistic sometimes.

The Agent should have a custom made texture - it could be a little like it is now, but with dark gray in the circles and lighter gray for the bars.

A note on the optional parameters: I've had some users complain about my usage of optional parameters, so I reverted the code back to using overloaders instead. It is not really a problem as I can quickly refactor them to overloaded methods using a script.

Dec 6, 2010 at 1:29 AM

The textures are not really final at the moment... just threw a bunch of tileable textures i had flying around in there. Texture mapping happens automatically on fixture creation and is not yet finetuned to somehow incorporate the size of the mapped object in any way. Regarding the agent adding different textures to a body's fixtures is no problem though. Glad you like the border, as it consumed most of the time I put into the samples :)

 I think i'll try to come up with some more abstract textures like the dots from the collision filtering. Fading in and out of demo screens is still somehow broken, but i'm working on it. Then i need to do a fresh check out as i did all the changes to version 3.1 ...don't think that should be trouble though, cause 90% of the new code is in DemoBaseXNA. Hopefully I'll get all that done by the end of the week... even though there is quite a bunch of christmas partys coming up :)

Dec 10, 2010 at 12:25 AM

I'm going to release 3.2 soon(ish) and I would think those new textures should be a part of the release. Would it possible to add it in the weekend?

Dec 10, 2010 at 8:47 AM

I started porting the "old" 2.x advanced samples and was also wondering if some of the testbed usecases would make nice additional samples. The simple samples are done though as far as im concerned... i'll put everything i have so far together and send you something this evening.

Dec 10, 2010 at 2:27 PM

Indeed - some of the testbed samples will be included in the advanced samples at some point. It should demo how to use the patch factory, breakable bodies, raycasting and AABB querying.