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From GiderosMobile
  • [[Special:MyLanguage/Main API|Main API]]<br /> [[Special:MyLanguage/Lua API|Lua API]]<br />
    407 bytes (50 words) - 17:32, 23 August 2018
  • ...for Flash developers with advanced technologies like 2D programming, game physics, accelerometer and such on a variety of platforms including Windows, Mac OS *Physics engine (LiquidFun/Box2D)
    3 KB (431 words) - 16:39, 10 September 2018
  • .... It has an intuitive and simple user interface with advanced classes like physics, accelerometer and so on. * Physics engine (Liquidfun)
    8 KB (1,236 words) - 11:23, 28 August 2024
  • ...from inter-penetrating, which is useful for character controllers, general physics simulation, and user-interface programming. === API ===
    15 KB (1,805 words) - 08:35, 9 December 2024
  • Gideros has two sets of API command to draw shapes, normal shapes and path2D shapes. ...s a Shape class for drawing primitive shapes. It is similar to the drawing API found in Flash although at the moment it only has a subset of Flash’s cap
    14 KB (2,331 words) - 15:27, 13 July 2023
  • ...s a Shape class for drawing primitive shapes. It is similar to the drawing API found in Flash although at the moment it only has a subset of Flash’s cap One question that you might ask is: Why draw using this primitive API? Wouldn’t it be better to use some other authoring environment (e.g., Pho
    14 KB (2,322 words) - 23:19, 18 November 2023
  • *[html/js] Improve JS interaction API *[export/ios] Update openUrl call to non deprecated API
    103 KB (15,043 words) - 18:58, 25 March 2025
  • ...to Roblox Studio, where they work on their experiences, using an extended API surface to interact with all aspects of the editor. ...ld non-interactive content on Roblox, and the only form of interaction was physics simulation. While this provided rich emergent behavior, it was hard to buil
    212 KB (34,454 words) - 05:03, 2 November 2024