<br />That's what I meant. I was not speaking of your final decision for Ocean, I was referring to <a href="https://forum.orx-project.org/discussion/2326&limit=20#2342" rel=
What acksys said.<br />Also you have no include to a header file that would define your StandAlone C++ class. Right now your compiler has no idea what the StandAlone class is.<br />I belie
You might want to re-read the tutorial <a rel="nofollow" href="https://orx-project.org/forum/search?Search=#2&Mode=like">#2</a> then. <im
I've never used Grey's tutorials myself so, give me a second!<br />*Quickly read Grey's tutorial #2*<br />Ok, so the purple screen is what you want. It's just a viewport with a background
aksys, if you build from source you shouldn't have a problem.<br />The executables in the pre built binaries are packed, and most anti-viruses don't like that.<br />Mystic, can't help you
What we've learned so far is that you're definitely not CPU-bound, the whole simulation taking at worst 0.75ms for updating all your objects/spawners (screenshot #2) and the CPU-side rendering part is
Hi MattP,<br />I've fixed a related issue a few weeks ago. Actually it might be the same issue: if your animation's graphic a full texture or a sub-region of a bigger texture/spritesheet (or te…
Hi Tobi,<br />Nice to see you around.<br />A few months ago, Laschweinski asked the same thing here: <a href="https://forum.orx-project.org/discussion/2185&catid=12#2185&qu
Hi,<br />For the multitouch, take a look here :<br /><a href="https://forum.orx-project.org/discussion/2490&catid=16#2490" rel="nofollow">https://forum.or
It's totally unrelated to your config issue, but you should consider not storing your frames horizontally as every horizontal line of a single frame won't be consecutive to the previous and next one.
if there is hardcoded limit on the number of contact pairs in box2D,it can't explain this crash now.<br />This time,it crashed when there are only two contact with a few balls less than ten.<…