Using an XBOX360 controller with Mac OSX
While attempting to connect the XBOX 360 controller to my Mac for some motorJ dev time, I found Colin Munro's excellent XBOX360 driver: http://tattiebogle.net/index.php/ProjectRoot/Xbox360Controller/OsxDriver
While attempting to connect the XBOX 360 controller to my Mac for some motorJ dev time, I found Colin Munro's excellent XBOX360 driver: http://tattiebogle.net/index.php/ProjectRoot/Xbox360Controller/OsxDriver
Unstable branch:
No, the project isn't dead
the blog lagged a bit behind.
Revision 64 2010-04-10 11:13:51 +0200
Unstable branch:
Revision 63 2010-03-23 12:05:17 +0100
Unstable branch:
Revision 62 2010-02-19 00:34:11 +0100
Unstable: Updated create_new_pc_project, updated devkitpro environment install (kinda untested..), added billboard class..
Revision 61 2009-11-19 09:03:16 +0100
Added playerCTL class to unstable - class to manage more easily player controls [u]
Revision 59 was a small commit to add the unstable branch and hopefully have faster turnaround times.
Revision 60 pseudo-backported lots of bugfixes that had accumulated over time:
A few new classes will be added to unstable hopefully on the next few days..
Here is a video of a partial implementation of the automata system, whose aim is to ease the development of NPCs in MotorJ-based programs:
The new system is expected to hit the MotorJ repo in less than a week -- here is a preview on the idea:
- States are defined as implementation of mjPigeonState. These are added to the state vector in mjPigeon.
- A mjPigeon iterates over its current state; this state emits an integer after execution which will determine whether another state must become the current state or not.
class mjPigeonState
{
public:
virtual void SetContext(void* data)=0;
virtual int Execute(float t_elapsed)=0;
};
class mjPigeon{
public:
mjPigeon();
void Update(float t_elapsed);
std::vector
int currentStateIndex;
float timeInCurrentState;
mjPigeonState* currentStatePtr;
};
*Note: Yes, the automata system is indeed called mjPigeon, for inspirational reasons. Also because pigeons tend to be quite brainless, as most NPCs are. This code skeleton is subject to change if improvements are found.
Updated Documentation with OSX installation instructions for MotorJ.
- OSX XCodeproject file and compatibility added.
Note: CodeBlocks-OSX support is not done yet.
Note 2: XCodeproject requires the SDL frameworks to be (already) installed.
Note 3: Makefile does not compile. Use the XCodeproject file
Updates to the Documentation wiki will follow soon.
Documentation update:
Go to the main documentation page to find out.
Physics:
- Added basic notions of torque and moments to the physics system as well as the particle implementation.
Wii:
- Added a switch to the App class which shows the console in the Wii: set App.wiiShowConsole to true.
Windows:
- the DevC++ project file has been dropped, since DevC++ hasn't been updated in 4 years.
- Now MotorJ can be compiled on Windows using CodeBlocks! Download CodeBlocks, grab the SDL package from
http://motorj.mexinetica.com/downloads/sdl/sdl_win.zip
and start compiling!
GNU/Linux compilation from the CodeBlocks project file has been added too, which means Windows compilation will stop lagging behind from now on.
Etc:
- glContexts has been moved out of the way into the “experiments” branch, so it should not bother people ever again until it's ready, if ever.
- As a side note, for those wanting to compile SDL using CodeBlocks, a slight correction to the wizard is available here:
http://motorj.mexinetica.com/downloads/sdl/codeblocks_sdl_wizard_correction.zip . We will get in touch with the CodeBlocks people to try to get the correction into the official CodeBlocks packages.