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misho wrote:Awesome stuff - REALLY looking forward to it!
While you're at it - would you consider de-coupling display engine from the demoSandbox stuff? What I mean is, it would be great if there was a flag or define that would not include GL graphics stuff and just illustrate how to set up the universal game physics loop?
// memory allocation for Newton
static void* PhysicsAlloc (size_t sizeInBytes)
{
LOG (DBUG) << "allocate " << sizeInBytes;
void* const ptr = malloc (sizeInBytes);
return ptr;
}
// memory free use by the engine
static void PhysicsFree (void* ptr)
{
LOG (DBUG) << "free";
free (ptr);
}
Dave Gravel wrote:Yes thanks Julio I have get it compiled.
The new dll exporting method with class export is harder to use with pascal.
It's not impossible but a lot harder and complex to implement and maintain.
If you don't use the old newton dll export method with pointers,
I need to see if I remake the whole thing with interface objects.
Or if I remake a personal wrapper in c++ for exports functions and class with pointers method.
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