Look at http://smalltalkhub.com/#!/~estebanlm/Storm

A small game engine.

For being able to use this you will need:

NB capable VM.
Athens.
Chipmunk library. You can download it at Chipmunk

On Sun, Sep 17, 2017 at 1:31 PM, Stephane Ducasse
<stepharo.s...@gmail.com> wrote:
> Jean-Baptiste Arnaud extended the Chipmunk binding that esteban did a
> while ago and Damien Pollet did a tutorial
> at ESUG Annecy to show how to use FFI (nativeboost) to call chipmunk
> so it should be around.
>
> Stef
>
> On Sat, Sep 16, 2017 at 2:09 PM, alvaro piorno
> <alvaropiorno...@gmail.com> wrote:
>> Hi Stephan,
>> Thanks for your answer, i found the booklet, but it was a draft, so it was
>> incomplete. An example of FFIOpaqueObject would be healpful, i think.
>> Esteban already talked to me, and is helping me with this.
>> What do you mean with "Chipmunk existing bindings" ?.
>>
>> 2017-09-16 4:42 GMT-03:00 Stephane Ducasse <stepharo.s...@gmail.com>:
>>>
>>> Hi alvaro
>>>
>>> Thanks for the question. If you have any suggestion for the booklet on
>>> UFFI let us know.
>>> I will let esteban anwser because I do not know.
>>> BTW did you check the chipmunk existing bindings?
>>>
>>> Stef
>>>
>>> On Fri, Sep 15, 2017 at 3:42 PM, alvaro piorno
>>> <alvaropiorno...@gmail.com> wrote:
>>> > Hi everybody, i´m using UnifiedFFI with Chipmunk2D library .
>>> > I want to get a pointer to a C Structure (cpBody) and set a position to
>>> > it.
>>> > I have a subClass of FFIOpaqueObject to handle pointer.
>>> >
>>> > This is the "new " ffiCall :
>>> >     self ffiCall: #(cpBody* cpBodyNew(cpFloat m, cpFloat i))
>>> >
>>> > And this is a "seter" ffiCall:
>>> >
>>> >     self ffiCall: #( void cpBodySetPosition( self, cpVect vector ) ).
>>> >
>>> > I`m not getting any "error" but the position is not updating.
>>> > I tried the same using Chipmunk directly and it works, so there is a
>>> > problem
>>> > with what i have in Pharo.
>>> > Any suggestion?
>>> > Thanks in advance.
>>> >
>>> > Alvaro Piorno
>>>
>>

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