Hi folks,
when you use fantomEngine which imports Reflection in the fantomEngine.monkey file and your version of Monkey does not support reflection filters, then please have a look at this page.
Thanks
Michael
Hi folks,
when you use fantomEngine which imports Reflection in the fantomEngine.monkey file and your version of Monkey does not support reflection filters, then please have a look at this page.
Thanks
Michael
Hi folks,
Monkey V70 brought even more changes needed to the books code, so here are the errata for chapter #3, #6 and #9:
Today fantomEngine Version 1.50 is released. This time with official Box2D integration and some other small goodies.
The size of the download increased as I am shipping the documentation tools with it also in executable form. So when you let the Patcher tool running, you can get F1 help from within TED now!
Here is a small update on the current development for fantomEngine V1.50.
While I was porting my game Neon Command to Monkey, I have brought the Box2D integration to a point where I say I am happy with it atm. I can load body definitions now from JSON files exported by PhysicsEditor. I love this little tool and wrote a special exporter for it. Porting Neon Command also showed me that the same game can be coded in fantomEngine with only 50-60% of the effort like I did before in Lua using Gideros. Not bad, not bad.
Next task for the Box2d integration are sensors/collisions and joints. After this is implemented, I will release this version.
The other part I have improved is the navigation in the HTML documentation. Also you can let run a little Patcher tool now that will include the fantomEngine commands into the F1 Help context of TED. I am sure some of you will love that. Of course there are conflicts with certain method names so I can’t extimate which one will show up.
If you want to have a look at the documentation that ships with fantomEngine, then you can now. Have a look here: