It looks like you're new here. If you want to get involved, click one of these buttons!
VertexList = (0,0,0)#(10,10,0)
and secondly how is I'm supposed to deal with that limit? Most of my larger bodies will be have a irregularity in a way that it can not be specified with only 8 vertices unless I misunderstand something.
Comments
In b2Settings.h:
Not only you can only have 8 vertices, but the resulting shape has to be convex and the vertices have to be entered in a clockwise order.
Now for irregular/concave bodies, you simply have to subdivide your object into as many convex shapes (aka parts) as needed.
There's no limit on the number of parts a body can have.
That being said, having a function to to the subdivision for you would be nice and it's something that can be added eventually.
I think I've found some user-made code that did something similar on the Box2D forums, but it was a while ago and I don't have the link anymore.
The API doc lives in /orx/doc if you use the svn version. It's usually up to date.
As for how to set the list in the ini file, which list do you mean?
If you mean the part list, you can have a look at tutorial #11, especially in this file: https://orx.svn.sourceforge.net/svnroot/orx/trunk/tutorial/bin/11_ParticlePhysics.ini
The MaskBody is using a few parts to match the orx logo.
As for the peformances I don't exactly know how they scale in Box2D but I'd assume they're relative to the number of total vertices of a body rather than based on the number of shapes. But again, I'm no Box2D expert and I'll see if I can find something on their forum.
From the config body wiki page:
To sum it up it's a list of up to 8 vertices defined clockwise and whose coords are in object space.
Here are some details though: # is the list separator (up to 65535 elements).
However you can either call orxConfig_GetList* or regular orxConfig_Get* to query its value(s).
With the first version, the explicit one, you give a list index and you'll get that exact entry.
With the second version, however, as no index is given, one will be randomly picked by orx. That's how you can get per item randomization in config.
Now for all the properties using the "List" suffix, that means orx code will explicitly access is as a list, index by index. That's just a naming convention to make the life of the user a bit more easy.
However when there's no "List" suffix, orx will call the standard query function and get a randomized result if the value was actually a list.
For example: Will create an object with a random scale of 1.0, 1.5 or 2.0 as orx used orxConfig_Get* to access its value.
Of course for all user-made properties, there's no such convention as the "List" suffix, it depends on how the user is going to access its own data in config.
Will result in a scale of 1.0, 2.0 or any value between 3.0 and 4.0.
The author kindly provided me with a free license so it's likely that I'll write an exporter for it when I get some spare time.
On a side note, the same author also made Texture Packer and is willing to add orx in the export format.
It can be very nice !