The high-speed property is the most portable one, so if you need it, I can add it.
The awake one is also portable but the idea was to abstract it so that the user doesn't have to worry about it while doing the right thing behind the scene.
Hmm, I don't see much usage of awake function though, as I am not needing them right now. I will see if I really need them later, or I might add them myself in my local copy first only if I get enough time.
One more thing, we could add tool specific stuffs using conditional compilation, so things specific to Box2D could be added under #ifdef PHYSICS_BOX2D #endif, some engines for example cocos2d does it this way, as it has either chipmunk or box2d physics.
Hmm, I don't see much usage of awake function though, as I am not needing them right now. I will see if I really need them later, or I might add them myself in my local copy first only if I get enough time.
I'm talking about the highspeed one, not the awake one.
One more thing, we could add tool specific stuffs using conditional compilation, so things specific to Box2D could be added under #ifdef PHYSICS_BOX2D #endif, some engines for example cocos2d does it this way, as it has either chipmunk or box2d physics.
That does not fix the problem as the plugin API (what you see in orxPhysics.h) is generic independent from the actual plugin implementation. Having conditional compiling wouldn't help.
When you use the orxDisplay.h API, you expect the same result no matter the implementation (which is not always 100% true and irks me, but hopefully that'll be fixed later on): when on PC or iOS, you still expect the same result and not to have to modify your user code with that respect.
The idea is to prevent as much as possible the user to have to do those kind of conditional compilation on his side.
Comments
The awake one is also portable but the idea was to abstract it so that the user doesn't have to worry about it while doing the right thing behind the scene.
One more thing, we could add tool specific stuffs using conditional compilation, so things specific to Box2D could be added under #ifdef PHYSICS_BOX2D #endif, some engines for example cocos2d does it this way, as it has either chipmunk or box2d physics.
I'm talking about the highspeed one, not the awake one.
That does not fix the problem as the plugin API (what you see in orxPhysics.h) is generic independent from the actual plugin implementation. Having conditional compiling wouldn't help.
When you use the orxDisplay.h API, you expect the same result no matter the implementation (which is not always 100% true and irks me, but hopefully that'll be fixed later on): when on PC or iOS, you still expect the same result and not to have to modify your user code with that respect.
The idea is to prevent as much as possible the user to have to do those kind of conditional compilation on his side.
Well, end of my weekend, but I will back with questions about box2d time step, animation and scroll soon.