Thats strange, I can't run it atm but for me it looks perfectly fine.
The demo is supposed to create two timers, one that displays the current time (fires every second) and one that spawns an object (fires every five seconds).
The second function to spawn the object is completely based on top of Gamestudio and does nothing Lite Foundation specific, so I assume that this crash isn't Lite Foundations fault.
But I really can't see anything wrong, maybe someone else can see whats going wrong?
void createObject(LFTimerRef *timer)
{
ENTITY *object = ent_create("box.mdl", vector(2048, 0, 0), NULL);
var force = 32;
while(object.z > -150)
{
object.z += force * time_step;
force -= (4 * time_step);
wait(1);
}
set(object, TRANSLUCENT);
object.alpha = 100;
while(object.alpha > 0)
{
object.alpha -= (18 * time_step);
object.z += force * time_step;
force -= (4 * time_step);
wait(1);
}
ent_remove(object);
}
(demo_timer.c line 28)
On a side note: I'm still working on the project, currently I'm rewriting the LFDateRef object that allows you now to have milliseconds (on *nix machines even nanoseconds), this also affects every object that works with dates, eg. the timer that can now fire in a millisecond range.
I have implemented an object that allows you to serialize and deserialize any kind of object, without the problem that the data breaks once you change your objects internal structure. It also don't has problems when you switch your byte order or the size of the objects (eg. when switching between x86 and x86-64).
I'm currently working on an object that allows you to serialize and deserialize a complete list of objects.
Oh, and a unit testing object comes too...