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gdx-liquidfun-extension's Issues

liquidfun Android problem

I'm developing a game using libGDX and this liquidfun extension and it works really good when i use it on desktop , but when i try to test it on my android device it gives me the errors:

  • dlopen failed "lib/x86/libgdx-liquidfun.so" has unexpected e_machine: 40
  • couldn't load shared library 'gdx-liquidfun' for target: Linux, 32-bit

I'm testing it on ASUS ZenPad C 7.0 z170CG , Quad-Core x86 64-bit , Android so version 5.0.2 (32 bit) .

Maybe the problem is caused by the 64-bit version of the CPU but i don't know how to fix it .

Exception in thread "LWJGL Application" java.lang.IllegalArgumentException: no uniform with name 'particlesize' in shader

Hello!

Hearing of liquidfun I was curious and stumbled upon your implementation with libgdx. I compiled everything for Linux64 and started by copying your example (provided in the wiki setup).

Sadly this doesn't work at all for me. (Well, it does if I don't actually render the particles)

I get this

ERROR: 0:9(26): error: gl_PointCoord' undeclared 0:9(26): error: type mismatch 0:9(26): error: operands to arithmetic operators must be numeric 0:9(21): error: cannot constructvec2' from a non-numeric data type
0:9(14): error: no matching function for call to `length(error)'; candidates are:
0:9(14): error: float length(float)
0:9(14): error: float length(vec2)
0:9(14): error: float length(vec3)
0:9(14): error: float length(vec4)

Running LiquidFun version: LiquidFun 1.1.0
: Total particles: 450 FPS: 0
Exception in thread "LWJGL Application" java.lang.IllegalArgumentException: no uniform with name >'particlesize' in shader
at >com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(ShaderProgram.java:292)
at >com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(ShaderProgram.java:282)
at com.badlogic.gdx.graphics.glutils.ShaderProgram.setUniformf(ShaderProgram.java:384)
at finnstr.libgdx.liquidfun.ParticleDebugRenderer.render(ParticleDebugRenderer.java:41)
at com.elhemyst.ParticleTest.render(ParticleTest.java:194)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)

Process finished with exit code 0

Of course I searched the web to eliminate the problem, but so far my search was without luck. The only useful hint I found: http://stackoverflow.com/questions/15350865/libgdx-shader-no-uniform-with-name-in-phong-shader

Any ideas on this matter? Anyway, thanks a lot for your work, I'm sure it would be awesome if it actually worked :D

Adding velocity to particles

Thank you for very good library port so far. Anyway I couldn't find way to introduce new velocities for particles ie. in order to add radial gravity.

Mac OSX compiled .dylib can't be loaded

Hi, I've read the Setup wiki and I was instructed to compile the code from the 'jri' folder. I've compiled the code but this error keeps popping up any time I try to run the sample code provided on the wiki..

com.badlogic.gdx.utils.GdxRuntimeException: Unable to read file for extraction: libgdx-liquidfun64.dylib

I already tried to:

  • put the .dylib file under 'desktop/libs'
  • place the .dylib file under '/Library/Java/Extentions'

none of the methods above solved my problem.. what is the correct way to compile? where should the .dylib file be placed? Its the first time I'm actually trying to compile a jri code so excuse my ignorance.

IOS

Hi
I managed to build "with few nonEXIT runtime errors" for MacOS, But I've been going through lots of information online inorder to build for IOS.
SO far RoboVM refuses to load the ".a" produced from the build scripts, as far as I understand Apple changed LOTS of technicalities changed old C++ projects, I'm Still going through compilation and linking possibilities variations and hoping one will work.

Can anyone confirm that this library is working on IOS today ? Can you help me update the bulding scripts ?

Thanks

No implementation - jniCreateWeldJoint

No implementation found for long com.badlogic.gdx.physics.box2d.World.jniCreateWeldJoint(long, long, long, boolean, float, float, float, float, float, float, float) (tried Java_com_badlogic_gdx_physics_box2d_World_jniCreateWeldJoint and Java_com_badlogic_gdx_physics_box2d_World_jniCreateWeldJoint__JJJZFFFFFFF) - is the library loaded, e.g. System.loadLibrary?

In your implementation in the jni folder, the World.cpp method jniCreateWeldJoint lacks parameters: frequencyHz, dampingRatio.

image

Setting velocity threshold

Afaik libgdx extension had added these in a minor version, it really helps with objects getting stuck into walls in some situations. libgdx code looks like this, it's just a global variable:

public static native void setVelocityThreshold (float threshold); /*
b2_velocityThreshold = threshold;
*/

Any chance that this could be implemented in the future?

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