yes, he is using that. but he is porting it yo UFFI (it was NB) and to 64bits and to Chipmunk 7.0 (it was 6.1) So⦠in one of those places, is failing :( Esteban
On 17 Sep 2017, at 13:32, Stephane Ducasse <stepharo.self@gmail.com> wrote:
Look at http://smalltalkhub.com/#!/~estebanlm/Storm
A small game engine.
For being able to use this you will need:
NB capable VM. Athens. Chipmunk library. You can download it at Chipmunk
On Sun, Sep 17, 2017 at 1:31 PM, Stephane Ducasse <stepharo.self@gmail.com> wrote:
Jean-Baptiste Arnaud extended the Chipmunk binding that esteban did a while ago and Damien Pollet did a tutorial at ESUG Annecy to show how to use FFI (nativeboost) to call chipmunk so it should be around.
Stef
On Sat, Sep 16, 2017 at 2:09 PM, alvaro piorno <alvaropiorno100@gmail.com> wrote:
Hi Stephan, Thanks for your answer, i found the booklet, but it was a draft, so it was incomplete. An example of FFIOpaqueObject would be healpful, i think. Esteban already talked to me, and is helping me with this. What do you mean with "Chipmunk existing bindings" ?.
2017-09-16 4:42 GMT-03:00 Stephane Ducasse <stepharo.self@gmail.com>:
Hi alvaro
Thanks for the question. If you have any suggestion for the booklet on UFFI let us know. I will let esteban anwser because I do not know. BTW did you check the chipmunk existing bindings?
Stef
On Fri, Sep 15, 2017 at 3:42 PM, alvaro piorno <alvaropiorno100@gmail.com> wrote:
Hi everybody, i´m using UnifiedFFI with Chipmunk2D library . I want to get a pointer to a C Structure (cpBody) and set a position to it. I have a subClass of FFIOpaqueObject to handle pointer.
This is the "new " ffiCall : self ffiCall: #(cpBody* cpBodyNew(cpFloat m, cpFloat i))
And this is a "seter" ffiCall:
self ffiCall: #( void cpBodySetPosition( self, cpVect vector ) ).
I`m not getting any "error" but the position is not updating. I tried the same using Chipmunk directly and it works, so there is a problem with what i have in Pharo. Any suggestion? Thanks in advance.
Alvaro Piorno