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Liquid Fun Compile Errors

by practicing01 · in Torque 2D Professional · 03/22/2014 (11:26 pm) · 6 replies

Platform: Linus
Branch: Clusterf*cked development fork https://github.com/practicing01/Torque2D/tree/development

Error: ../../source/2d/sceneobject/LiquidFunObject.h:111:213: error: �shapeOptions� is not a class or namespace

Reference: https://github.com/MichPerry-GG/Torque2D/blob/LiquidFun/engine/source/2d/sceneobject/LiquidFunObject.h#L111

I can't c++, halp pls!

#1
03/23/2014 (3:07 am)
I've merged Mich's Liquidfun project into my branch and it works fine, except for the rendering.

My guess is that you've forgotten to add all the Box2D enhancements to the solution. I know there is a new Particle folder in /box2d but there are also other stock box2d files that required modification, not sure which.
#2
03/23/2014 (3:32 am)
My guess is it has to do with c++11.
#3
03/24/2014 (7:56 am)
Thanks to Tim & Mango, we found the issue (gcc didn't like how enums were being used). https://github.com/practicing01/Torque2D/commit/df90c81d45bde41f83c61b14c086489c01af7d5f
#4
03/25/2014 (6:45 pm)
For those who have tried the LiquidFun object: are you able to spawn more than one? When I spawn one, the previous one disappears. After several spawns latency occurs. ZombieParticle isn't working for me either as others have reported.
#5
03/25/2014 (7:09 pm)
The first version I implemented only had a single particle system, which was a constraint in LiquidFun itself. 1.0.0 introduced multiple particle systems, but I haven't exposed that functionality yet. I'll have to rework how the particle systems are created, tracked, and destroyed via the scene they exist in. My branch has the updated 1.0.0 code, I just need to get around to extending it.

All in all, the implementation of LiquidFun into T2D should be considered an alpha, at best. There's a lot of work left.
#6
03/01/2015 (12:02 pm)
I've updated the LiquidFun integration on my personal GitHub account. I'm working out some crashes, but has the following improvements over my first integration:

Updated Box2D to r280.

Added LiquidFun 1.1.0 and T2D LiquidFunObject.

Removed modules that will have no effect on physics work.

Temporarily removed Leap Motion support.

Made console dialog a stand-alone module.

You can view the branch here: PuppyDev T2D Physics

As I mentioned, there are crashes I need to sort out...but they are simple enough to resolve. I'm currently only working in VS2013 for now, so keep that in mind. One last piece of information that might be useful to anyone who forks is that the branch I linked is going to have more than just LiquidFun. It's named "physics" since I will be adding a slew of new physics features to the engine.