Jump to content
Sign in to follow this  
  • entries
    68
  • comments
    177
  • views
    82152

physics

Sign in to follow this  
capn_midnight

387 views

For my asteroids/elite-like project, I want to have featureful physics system. I've never really coded physics stuff before, but I have a pretty good handle on mathematics, so as long as I do enough relearning I should be fine. I've had a lot of success in the past with keeping this journal during my development process, so I'm going to do it again.

Before I get right into the physics talk, I should briefly describe the game. The idea is to create a multiplayer solar system sandbox. I want simple, vector-style graphics ala Asteroids, and I want a simple economy of trade/piracy, ala Privateer, Freelancer, etc. I have a bunch of ideas of things to add after that, but for now that's the basic idea.

For a first-cut system, I want to model all the ships and asteroids as if they were billiard balls. This is a pretty close approximation for the asteroids, but it's a little rough for the ships. However, at this point it doesn't really matter, as even simple billiards would be better than what I currently have (it's abysmal, I shant share it with you).

I'm using http://billiard-physics.net/ to brush up on my kinematics. I could rederive most of the equations, as I sort of remember most of them, and know how to find them, but I'd rather just save the time and look them up. I have my old college physics text down in the basement, as well as my calculus text. However, I remember these covering mainly static systems, dynamics wasn't really covered that much.

The game won't have a 100% perfect physics system, for example, I plan on setting the maximum velocity to something much slower than speed-of-light. Also, I will have to strike some kind of balance in conservation of momentum, as users arbitrarily accelerating into asteroids in a frictionless environment will increase the total kinetic energy in the system indefinitely (and I'm definitely NOT going to model chemical-to-kinetic energy transformations).

That's it for now. I'm going to Buffalo, NY for the Bills vs. Packers game on Sunday. Most of the code that I have written right now is mostly thumbnail sort of stuff and I will probably throw most of it away.
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!