Closed GoogleCodeExporter closed 9 years ago
compiling nape for use with cpp is something i've not tried yet, a quick test
shows
it has general issues with the cpp target it seems. I'll have a try today and
get it
working properly in cpp and include this in it.
Original comment by lucadelt...@googlemail.com
on 2 Jun 2010 at 8:43
Ah, well, I wasn't using the cpp version, but I am compiling with haXe using
fp9.
That means that the fastmath lib is not compatible, so I override it with it's
cpp
version. That is how I noticed this possible div0 error.
Anyway, thank you for publishing nape, I'm very happy with it. It is very fast,
complete, seems stable and it is very user-friendly.
Original comment by bramdenh...@gmail.com
on 2 Jun 2010 at 11:18
Ahhh i see now, it slipped my mind that you said fp9! I saw that you said you
were
compiling with cpp mode and assumed you were going to c++ :P
And yes, the FastMath lib is not compatible with fp9 as it uses fp10 features,
i've
modified it slightly to do the same as cpp with a small check to stop divide by
zero
errors should they ever occur in practice (In nape itself, the only time you'll
ever
get divide by zeroes is when you have two circles occupying the exact same
spot, or a
circle occupying the exact same spot as a polygon's vertex it is colliding
against,
and a couple other cases which would rarely happen, but for which it won't
happen now
either anyways)
Original comment by lucadelt...@googlemail.com
on 2 Jun 2010 at 11:24
Ah great, thanks. That should also explain why I encountered it: I randomly
placed
about 200 circle objects onto the screen. So every once in a while, two circles
must
have been overlapping exactly.
Original comment by bramdenh...@gmail.com
on 3 Jun 2010 at 10:21
Original issue reported on code.google.com by
bramdenh...@gmail.com
on 1 Jun 2010 at 11:17