Topic:   Titanium Forge ~ PhysicsArena   (Read 8435 times)


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Gan


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Titanium Forge ~ PhysicsArena
« on: August 15, 2009, 11:58:13 AM »
I am attempting to create a physics arena with my limited knowledge of space, time, and gravity.

At the moment I have very basic collision detection with friction and momentum. There are two levels in the PhysicsArena and to progress through you must enter through these:

Magical doorways of holy, amazing, wonderful, light stuff.
The actual physics are pretty small, the ball can only reacts as if on flat ground. It won't go up or down a hill and such, though I plan on adding all normal physic capabilities to it. To influence gravity on the ball, the player presses the arrow keys.

No download yet as it isn't very far, though there is a screen cast here.


-Gandolf
P.S. Could this qualify for a monthly challenge? It's around 85 loc though I could squish it.
« Last Edit: August 15, 2009, 12:02:00 PM by Gandolf »

Gan


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Re: Titanium Forge ~ PhysicsArena
« Reply #1 on: August 15, 2009, 06:51:13 PM »
Strangely, I have been able to produce extremely accurate results determining angles of objects that the ball is on.
For example, if the ball is on a decline going right, it'll be able to detect a decline and start rolling down the hill.
Now that it can detect inclines and declines, I will try to make the ball act accordingly. Then I can post a download. ;)


-Gandolf

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Re: Titanium Forge ~ PhysicsArena
« Reply #2 on: August 16, 2009, 03:58:27 AM »
Quote
P.S. Could this qualify for a monthly challenge?
Of course. Looks good so far, but I can't wait to see downhill rolling. :)
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Gan


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Re: Titanium Forge ~ PhysicsArena
« Reply #3 on: August 16, 2009, 09:50:21 PM »
Finally, I was able to get it to work. Sure it may be a bit buggy and unrealistic, but it works. I can fine tune it later, though for now it will do.
Here's a screencast: http://screencast.com/t/EvDAGakL

I'll post an actual demo later... though now I gotta get some sleep.


-Gandolf

Gan


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Re: Titanium Forge ~ PhysicsArena
« Reply #4 on: August 17, 2009, 02:09:08 PM »
I've been tweaking the engine, erasing, redoing, and looking into different ways to handle things and I have figured a few things:
(1) This engine isn't going to be good enough, it will have cruddy bugs.
(2) My current method is too CPU taxing and plain in-efficient.
(3) I need a new way to figure things out, a more precise way.

So I will trash this current version as it's too cruddy and have an idea that should fix all my problems. I will not only have sprite collision, but it will also tell you the 2 points of a line that the sprite is colliding with if it's in the line. That way you can figure the right slope that the ball should be rolling up or down on. This should be CPU efficient.


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Re: Titanium Forge ~ PhysicsArena
« Reply #5 on: August 17, 2009, 09:14:47 PM »
For those who want to try out the buggy version:
http://web.mac.com/avisaria/PhysicsArena-BUGGY.zip
I am going to attempt to make it a bit less buggy and somewhat bearable.


-Gandolf

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Re: Titanium Forge ~ PhysicsArena
« Reply #6 on: August 18, 2009, 05:33:57 AM »
Wow. What's the logic behind the engine?
« Last Edit: August 18, 2009, 05:34:36 AM by Silverwind »
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Gan


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Re: Titanium Forge ~ PhysicsArena
« Reply #7 on: August 18, 2009, 10:30:37 AM »
Checks if the ball is colliding with the arena at the current position, if so it will check if the ball is colliding in an offset in 8 other directions. No terribly complex formulas of any sort, just detects inclines/declines and changes the velocity accordingly. I want to base it on formulas and actual physics though.


-Gandolf

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