Topic:   PhysicsCreator v1.0   (Read 9707 times)


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Gan


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PhysicsCreator v1.0
« on: February 27, 2011, 10:02:46 PM »
Finally made something worth showing.

PhysicsCreator

What you can do:
- Make boxes and circles.
- Move them, set properties.
- Test the simulation.

What you will be able to do: (when I get around to it)
- Make polygons and ropes.
- Connect objects through joints.
- Be able to resize shapes, ex: radius, width, height, points.
- Save and load as a text file.
- Load into Sc.

Ah, here's a demo in case you don't want to download:
PhysicsCreator Demo


You guys excited, disappointed, horrified? You gotta admit, this runs so much better than it does in Sc.
Time to go test this on my old G3...

EDIT: Runs amazing on my G3. Fast! Even with hundreds of shapes. Now imagine if I used OpenGl to draw... probably double performance.
If only Sc was written in Obj-C. It could have this kind of speed.
« Last Edit: February 27, 2011, 10:58:26 PM by Gandolf »

Connors


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Re: PhysicsCreator v1.0
« Reply #1 on: February 27, 2011, 11:08:23 PM »
 :o It runs that well on your G3?
I'm thinking about how much more quickly this came together than SCBox2D. Have you thought about making a separate project with Box2D without using Silver Creator? A physics game built from the ground up would be pretty sweet. I just wonder whether it would get finished.

----

A small issue with the program: maybe some window styles aren't backwards compatible?
All I saw is this:
http://i1215.photobucket.com/albums/cc511/Connor_McHarney/Picture13-1.png
EDIT: If you click stop physics when they're already stopped it crashes. ::)
« Last Edit: February 27, 2011, 11:21:59 PM by Connors »
Warning: The above post may have been modified multiple times.

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Gan


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Re: PhysicsCreator v1.0
« Reply #2 on: February 27, 2011, 11:23:06 PM »
Quote
 It runs that well on your G3?
Yeah runs very well.

Quote
 I'm thinking about how much more quickly this came together than SCBox2D.
Is a lot easier to make in Obj-C.

Quote
Have you thought about making a separate project with Box2D without using Silver Creator?
Yeah, that's what got me into all this physics stuff. Always wanted to make a physics game for the iPhone. Original idea was a simple game where you rotate your iPhone to guide a ball in a physics maze into a goal.
Though the idea wasn't very original or good so I practically gave up on it.


Quote
A physics game built from the ground up would be pretty sweet. I just wonder whether it would get finished.
I agree. Would be awesome. But we'd need an idea, something good. Really good.

EDIT: Yeah a window style thing. Easy fix. Also easy fix for the stop button.
« Last Edit: February 27, 2011, 11:24:35 PM by Gandolf »

Connors


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Re: PhysicsCreator v1.0
« Reply #3 on: February 28, 2011, 01:41:00 PM »
If you need ideas I like to think that's one of my strengths. And I like physics game a lot.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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http://connorspuzzles.tumblr.com/

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Re: PhysicsCreator v1.0
« Reply #4 on: February 28, 2011, 05:58:36 PM »
Alright, shoot.
Post some of your ideas, if I like 'em that's what I'll be doing all week.

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Re: PhysicsCreator v1.0
« Reply #5 on: February 28, 2011, 06:16:41 PM »
Well, I've been brainstorming it for a while and it got pretty long:

It would be awesome to figure out a platformer engine that used the 3rd Law of Physics for the player. The player is likely a circle and it's programmed so that when you run left, dynamic objects you're on are pushed to the right and vice versa and things are pushed away if you jump. Even better would be if the jump speed was based on how much you push an object from you. That way greater inertia/resistance = better jumps and say you stand on a pillar and run and jump off it would fall the other way! I wanted to try it with my thing but it's tricky and requires you to know the collision point.
One thing you could do for a game with this is something like Indiana-Jones where you explore lost ruins and find gold. Physics puzzles and traps are really cool if you do them well. Other characters might be those who want to steal it or stop you from taking it. (Pretty cliché but then that's why its fun, you could parody other stuff too)

Another one (this is a fair bit simpler) is like Steer Wheels, I made a car like this in Incredibots once. You're a bike like in Steer wheels but there's 4 wheels, overlapping so you only see 2 at a time. when you hit jump they spring out both up and down and launch you. The point is it can flip over and still jump.
« Last Edit: February 28, 2011, 06:35:57 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

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Re: PhysicsCreator v1.0
« Reply #6 on: February 28, 2011, 06:35:26 PM »
Quote
If only Sc was written in Obj-C. It could have this kind of speed.


Bullshit. Stop making these blanket statements glorifying Obj-C. SilverCreator made in Obj-C would still be interpreting the scripting code which would still make SC games slow. Not to mention that I'd rather cut myself than have to rewrite SilverCreator in Obj-C (it would be a year long project to match the current status of SilverCreator, and you would lose Windows runtimes)
« Last Edit: February 28, 2011, 06:36:09 PM by Mike_Richardson »

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Re: PhysicsCreator v1.0
« Reply #7 on: February 28, 2011, 08:07:08 PM »
They don't have to be blanket statements.
We could have a show down. You write a logic based program in RB and I'll do the equivalent in Obj-C.
That alone should prove possible speeds if Sc was made in Obj-C.

Then again, the same could be done for drawing graphics.

You know what? Pm me the entire runtime and I'll spend some time recoding it in Obj-C. Then there'll be no doubt about speed. *wink wink*

Quote
Well, I've been brainstorming it for a while and it got pretty long:
 
It would be awesome to figure out a platformer engine that used the 3rd Law of Physics for the player. The player is likely a circle and it's programmed so that when you run left, dynamic objects you're on are pushed to the right and vice versa and things are pushed away if you jump. Even better would be if the jump speed was based on how much you push an object from you. That way greater inertia/resistance = better jumps and say you stand on a pillar and run and jump off it would fall the other way! I wanted to try it with my thing but it's tricky and requires you to know the collision point.
One thing you could do for a game with this is something like Indiana-Jones where you explore lost ruins and find gold. Physics puzzles and traps are really cool if you do them well. Other characters might be those who want to steal it or stop you from taking it. (Pretty cliché but then that's why its fun, you could parody other stuff too)
 
Another one (this is a fair bit simpler) is like Steer Wheels, I made a car like this in Incredibots once. You're a bike like in Steer wheels but there's 4 wheels, overlapping so you only see 2 at a time. when you hit jump they spring out both up and down and launch you. The point is it can flip over and still jump.
The jumping off stuff sounds tricky. Physics puzzles are nice, but I'm pretty bad at making originality and graphics.
I like that bike game idea though. With jumping wheels. Probably could be made in SCBox2d if I added something called prismatic joints. Hmm...

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Re: PhysicsCreator v1.0
« Reply #8 on: February 28, 2011, 08:50:53 PM »
Quote
You know what? Pm me the entire runtime and I'll spend some time recoding it in Obj-C. Then there'll be no doubt about speed. *wink wink*


Is it gonna support 10.4, PPC, and Windows? No. I basically write SilverCreator for myself, it's recreational coding just like all this physics stuff you've been doing it. I write it in REALbasic because it pleases me to do so.

Write your own game creator if SilverCreator sucks so hard, otherwise, deal with the limitations.

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Re: PhysicsCreator v1.0
« Reply #9 on: February 28, 2011, 09:17:54 PM »
It would support theoretically 10.1+ and confirmed 10.4+. As for windows, I'm fairly sure none here use compiled windows Sc games often. Though of course, if needed I am fairly good in Vb.net and can probably port a runtime to it.

Yeah, I'm probably too lazy to write my own from scratch. Unless I made it open source where other people helped make it... or maybe if it was very simplistic.

I'd rather just help something that's already made get better. (i. e. physics engine, speed tests, constant nagging)
« Last Edit: February 28, 2011, 09:28:56 PM by Gandolf »

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