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  [FIXED] JBox2D & LWJGL Problem  (Read 373 times)
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Offline orogamo

Senior Member


Medals: 5
Projects: 1



« Posted 2013-03-14 15:28:17 »

Removed Cheesy
FIXED IT!
Moved to: http://www.java-gaming.org/topics/reducing-class-file-sizes-java4k/29004/view.html

Solution:
I found the problem Cheesy
I was using:
1  
2  
3  
float step = 1 / 60f;
// While and sutff here ----
World.step(step, 8, 1);

But this did not work as it should Sad

Fix:
1  
World.step(1/60f, 8, 1);

This works! Cheesy
Offline Axeman

Senior Member


Medals: 4



« Reply #1 - Posted 2013-03-14 15:46:18 »

I just took a quick look and in the shrunk version you overwrite bS, fS, pS all the time and in the other version you have separate objects for boxDef, groundDef etc. Perhaps that has something to do with it?

On a sidenote: Is the shrunk version only shorter variable names? In that case I think you should ditch the shrunken version. Why would you want to change your code to something that´s much harder to read? Smiley
Offline orogamo

Senior Member


Medals: 5
Projects: 1



« Reply #2 - Posted 2013-03-14 15:56:28 »

I just took a quick look and in the shrunk version you overwrite bS, fS, pS all the time and in the other version you have separate objects for boxDef, groundDef etc. Perhaps that has something to do with it?

I read on the Box2D forums, that the *Def can be reused. But maybe i did something wrong somewhere... :s

Quote
On a sidenote: Is the shrunk version only shorter variable names? In that case I think you should ditch the shrunken version. Why would you want to change your code to something that´s much harder to read? Smiley
It makes the final Class file smaller Cheesy
I'm secretly practicing for Java4K!
EDIT: PolygonShape has a .clone() so thats not the problem, as I clone it before I reuse it.
EDIT2: On the other hand, maybe reusing variables only work in the C/C++ version Sad
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Offline Axeman

Senior Member


Medals: 4



« Reply #3 - Posted 2013-03-14 16:25:21 »

Oh. I guess that´s what happens when you just take "a quick look". Sorry about that. Smiley

Just to clarify: "right" and "left" works fine, it´s just "up" that´s causing a problem?

Offline orogamo

Senior Member


Medals: 5
Projects: 1



« Reply #4 - Posted 2013-03-14 16:50:43 »

Oh. I guess that´s what happens when you just take "a quick look". Sorry about that. Smiley

Just to clarify: "right" and "left" works fine, it´s just "up" that´s causing a problem?


Yes, right and left works fine. But not up or the walls Sad
Offline ctomni231

JGO Knight


Medals: 28
Projects: 1


Not a glitch. Just have a lil' pixelexia...


« Reply #5 - Posted 2013-03-14 21:59:00 »

Could it be that you changed the float here...
box.setLinearVelocity(new Vec2(0, 7.5f));


to an integer here...
 b.setLinearVelocity(new Vec2(0, 8));


Just guessing, I dunno. Everything else looks like it copied exactly...
Offline orogamo

Senior Member


Medals: 5
Projects: 1



« Reply #6 - Posted 2013-03-15 09:04:56 »

I found the problem Cheesy
I was using:
1  
2  
3  
float step = 1 / 60f;
// While and sutff here ----
World.step(step, 8, 1);

But this did not work as it should Sad

Fix:
1  
World.step(1/60f, 8, 1);

This works! Cheesy
Offline ReBirth
« Reply #7 - Posted 2013-03-15 16:06:48 »

It maybe not wise to remove the first post, someone might found it useful.

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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
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