Fallout,
Quote: "Ahah! Clearly you're getting old my good man. You obviously nodded off while reading my post. I would read it again if I were you."
LOL, I am getting old, but not THAT old.
Quote: "On a serious note though, it's not a slur against Dark Physics, or EZRotate. I only bought them because they're both great plugins that will eventually be useful to me. It's just that I keep things simple in my games most of the time. EZRotate will be invaluable if I eventually try my hand at a space game, or anything with less rigid rotations. I just haven't done that yet, and if I understand the rotations required, I'll use the standard rotation systems."
I didn't take it that way. I do the same thing! I bought Dark Physics knowing that I WILL use it, but I'm much too busy to even look at it right now.
Quote: "I'll probably be making a non-physics, non-rotating, non-animating game .... like a text adventure. Or "Squarey, the parallel moving, non-rotating Cube" game. "
All you need now is to post a "team request" to help you with it
Miguel,
Quote: "This means that, really, only your ezRotate is elligible for my custom at the time and is, indeed, probably the next plugin I'm going to buy, as soon as I need any complex rotations."
I seriously wondered if writing the DGDK version of EZrotate actually sold ANY copies of it. I re-did a LOT of code to optimize it for C++ and spent a good bit of time working on it. I guess it would be nice to know someone is planning to make some use of it
Raven,
Quote: "Another issue is executable size. It is just ridiculous when you have a few DLLs and a runtime that's in excess of 10MB while the actual source is only a few hundred KB.
Good example is Newton Dyamics. Adds around 2MB to the executable, where-as a well programmed internal physics system adds around 60KB for 20,000 lines of code. Then you can get into the whole Performance vs Size argument really, but unless you're filling the world with useless physics objects just to show off.. it performs well enough. FPSCreator for example could've easily had a physics engine built-in DBP itself without affecting the speed greatly."
Well, you kind of get double wham-ied with Newton. Not only is there the overhead of the physics lib, there is also the overhead of the wrapper. Still, most people here are just hobyists. While writing a physics system might be considered "fun" for some people, others could never come close to getting something worthwhile in any amount of code no matter how long they worked on it. So, why spend months working on something that will never TOUCH a plugin that they could have in a couple of hours for only a couple of dollars?
I do understand where you are coming from though. Everyone's needs are different!
EZrotate! TextureMax! Enhanced Animations! (coming soon....) 3D Character Maker! (coming soon....)