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

Revision 65

Unstable branch:

  • Added doxygen comments to mjColTree and friends
  • Added OnCollisionDetected to the Physical Object superclass
  • Added the concept of non-solid meshes (to simulate perhaps water surfaces)
  • Added a switch to enforce hasCollision (bugfix)
  • Fixed epic fail in rear side of mjSolidCube (bugfix)

Revisions 61-64

No, the project isn't dead the blog lagged a bit behind.

Revision 64 2010-04-10 11:13:51 +0200

Unstable branch:

  • Added pSphere, modified pParticle and the physics engine to accommodate for pSphere.

  • Tried an experiment switching std::list for std::vector in the engine, which weirdly was slower.

  • Added an extra check in textures to avoid crash (will return null on file not found instead of crashing).

  • Tweaked the Xcode project (pSphere still not added - will do that on next committ).

Revision 63 2010-03-23 12:05:17 +0100

Unstable branch:

  • Tweaked of the new project script,

  • reorganised files in OSX Xcode project file,

  • added scripts to link and get motorJ for existing projects,

  • corrected a typo related to GLEW in main-universe.
Trunk: corrected a typo in create_new_pc_project

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 60: Lots of bugfixes

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:

  • Fixed bug in wavesample-class for pc_sdl

  • Added square norm of vector (vec_norm2) to support

  • Added textrender ratio
  • Removed commented code in sjuengine

  • Corrected name of ApplyEffect variable in pparticle-class
  • Got rid of Spanish in game and menu example universes for clearer explanation
  • Set default version of OSX to 10.5 to allow for compilation in Snow Leopard (v10.4u should still compile in normal Leopard)
  • Added mjpigeon class to unstable branch

A few new classes will be added to unstable hopefully on the next few days..

Automata system in development

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 states;

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.

Revision 58: Physics engine corrections, Wii library updates

  • Corrected a looping and a list error in the sju physics engine (dropped data_structs in favour of std::list, the aim is to drop data_structs completely on next revisions).
  • Updated the Wii environment installer to latest devkitpro libraries.
  • Corrected the Wii makefile.

Added OSX Documentation

Updated Documentation with OSX installation instructions for MotorJ.

Revision 57

  • 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.

GNU/Linux, Windows installation doc

Documentation update:

  • GNU/Linux installation
  • Windows installation
  • Some intermediate pages

Go to the main documentation page to find out.

Revision 56

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.

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