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Posted 12 November 2012 - 07:48 PM
Posted 12 November 2012 - 10:59 PM
Posted 12 November 2012 - 11:53 PM
Posted 13 November 2012 - 05:06 PM
I don't know much about GameMaker, but if it has a physics module you can model something like that as a chain of hinge joints, with angular constraints on the hinges to keep the chain from folding up. (Remove the constraints to provide a movement mode like in the second video, when the chain sort of collapses in on itself). Lightweight 2d physics libraries such as Box2D make this sort of thing relatively easy.
I doubt there's anything remote resembling physics in there.
Looks more like some kind of Bezier in the Zelda screen shot.
In the second it looks like delta offsets are passed up the chain. The start of the tail seems to only turn clockwise or counter clock wise and those movements chain along to the outside. When the arm lashes out to the top left it looks like a scintillating series of cw/ccw turns.
Posted 13 November 2012 - 06:36 PM
A wristwatch should have the processing power to handle Bezier curves.
So how do you think they did those in the original console systems? I'm wondering if the SNES even had the processing power to handle bezier curves.
Posted 13 November 2012 - 07:04 PM
Posted 13 November 2012 - 10:12 PM
Edited by JTippetts, 13 November 2012 - 10:18 PM.
Posted 13 November 2012 - 10:48 PM