FAQ

 

- Is the Scythe API a wrapper for my physics engine? Will I have to use that for everything?

No, it only encapsulates the loading and initialising of Scythes .phs files. You can still use your physics engine directly, and use your own wrappers etc. It shouldn't bother anything.

- Is it a lot of work to add the Scythe API to my project?

If you are using C++ then it is very easy. If you use another language then you will need to adapt the Scythe API to your own language. If you are using a scripting-only engine such as A6 or torque, you will find it a bit more awkward and will need to use some kind of C++ extension, such as a plugin, or SDK for your particular engine. As the Scythe needs direct access to your physics engine, it is not possible to make a precompiled dll version of the API.

- What happens when the .phs format is updated? Will my files no longer work?

If there is an update to the .phs format then the Scythe API will be updated to match it. Both the Scythe API and the editor is backwards compatible with any previous file versions.

- If I make any changes to the API or plugins can I submit them to you for the next release?

Certainly, any help is more than welcome.

- I find it awkward to select objects behind other objects.

Use the "freeze selected" button, in the tab with the spanner icon.

- Can you make a loader for <insert game engine name> ?

Sorry, I don't have the time to write an example for every graphics engine. Try asking around on the engine's forums for someone who might be willing to help.

- I am writing a plugin for Scythe but I need the SDK interface modified slightly so I can do <this>.

Contact me and I may be able to do something about it.

- How often is Scythe Updated?

There are usually new releases once a month, unless a larger update is in the works, in which case it can take longer.

 

 

 

 

 

 

 

rpg

 

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