Lottery machine with realistic physics

Initial screen 1st slot activated and captured 2nd slot activated and captured copy Last slot activated and captured Last screen

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One Response to Lottery machine with realistic physics

  1. suse_m says:

    project critique:

    “I didn’t have that many ideas for the project to do on this course and I’m always trying to keep things simple and doable in the given timeframe. Those facts and that I am currently working in a project that involves lottery and money games made me think of a simple lottery machine. It would be a simple machine with defined amount of ”balls” and ”slots”. When one of the balls collided to a slot that would be then the drawn number. For the realistic feeling of the lottery machine I wanted to try some physics engine and ended up using Box2d.

    ## openFrameworks and C++
    I have quite many years of experience in coding with JavaScript (front-end web development and node.js for backend) and with other web technologies. Lately I have been studying Swift and iOS development but that is just in the beginning. Previously I have done maybe one openFrameworks testing so that was really new framework for me but I knew the basics how the applications are running etc. Also C++ is really new for me so I had some difficulties with that.

    ## Box2d
    The physics engine that I chose to use is one of the most used ones but I found the documentation to be really confusing and sometimes even missing. And I’m not sure if the openFrameworks add-on had everything working. In the end I actually ended up combining existing example codes that came with the add-on to get to the point where I wanted to be. Learning by reading and testing code is one good way for me to learn.

    ## Learnings
    First learning was that I should probably been better just doing something with just openFrameworks and leave Box2d alone. Now I didn’t use that much of the framework and it is still quite unfamiliar for me.

    Secondly, Box2d provided quite a lot of the things that I wanted to do for me “out-of-the-box”, and it was more just configuring how the world gravity and collisions work.

    Thirdly, in web development you used to debug with logging everything in the console manually and in Xcode you have breakpoints etc. which are much cooler. This I didn’t actually realise until quite late in the development and then everything in the errors started to make more sense.

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