I''ve decided today would be a coding day, so I''ve done extra stuff, it now has rigid bodies, soft bodies, and chains (with self collisions).
Verlet demo
as you can see, once you have the basic system in place, it''s not hard to implement various types of physical objects. It''s just a matter of setting up constraints right.
I think the next extension will be, static meshes, or collision maps (which will just be list of segments).
Deathmatch game test
added static geometry collisions.
Demo
I might release the demo as a COTD at flipcode. It''s coming along nicely.
Demo
I might release the demo as a COTD at flipcode. It''s coming along nicely.
from my site, or here.
now added smoother collisions on 'flat vertex' collisions, although I think you'd olny see the benefit if you slide on a flat plane with lots of vertices on it. If you don't smooth out collisions in that case, particles will trip on the vertices. The fix uses the vertex normal and pushes the particle along that vector (using a ray-sphere intersection test, not the best).
home sweet home
controls :
- mouse attracts stuff, press space to reset.
_i'm done with the demo, but in any case, tell me what you think, if it's worth a COTD entry, if it's worth for me wasting more time on it . Questions about how it works, problems, ideas, help with designing a similar system, ... give a shout.
[edited by - oliii on January 18, 2004 6:11:33 PM]
now added smoother collisions on 'flat vertex' collisions, although I think you'd olny see the benefit if you slide on a flat plane with lots of vertices on it. If you don't smooth out collisions in that case, particles will trip on the vertices. The fix uses the vertex normal and pushes the particle along that vector (using a ray-sphere intersection test, not the best).
home sweet home
controls :
- mouse attracts stuff, press space to reset.
_i'm done with the demo, but in any case, tell me what you think, if it's worth a COTD entry, if it's worth for me wasting more time on it . Questions about how it works, problems, ideas, help with designing a similar system, ... give a shout.
[edited by - oliii on January 18, 2004 6:11:33 PM]
By the way.. just another drawing order thing...maybe you should draw your flashlight LAST or after the balls and such (though i dunno if theyre done in the same pass(prolly the wrong word) as the static stuff) anyways, that would make the light a bit more convincing if yah ask me... again...im an idiot making suggestions, just tryin to help :-D
added friction. but that''s it! I''m now done with it. All bases are covered, it will end up in a COTD, in a cleaner form, and with a doc.
Very nice. Is this the game you were talking about when you posted that 4 scene 2D physics demo? Looks like. So how''s it going now? Any updates?
---
shurcooL`
---
shurcooL`
Bouncer, the game demo and the blobs demo are brilliant. The fluid movement and general physics make for very addictive entertainment, well done
Athlon XP 1700+
VIA 266 chipset
768MB DDR RAM
GF4 MX 460
[edited by - xCube on January 26, 2004 3:59:55 PM]
Athlon XP 1700+
VIA 266 chipset
768MB DDR RAM
GF4 MX 460
[edited by - xCube on January 26, 2004 3:59:55 PM]
shurcool:
Yep... this is the game. It''s still very early in development. I''m now concentrating on A.I and designing lot''s of features. It might take a few months before next demo.
Anyway... I''ll post here when I have something cool to show
Yep... this is the game. It''s still very early in development. I''m now concentrating on A.I and designing lot''s of features. It might take a few months before next demo.
Anyway... I''ll post here when I have something cool to show
Very nice demo!
Impressive
Physic is really cool
Runs really fine on my system
Athlon XP 2500+@3250+
2x256mb DDR 400mhz@408mhz
Radeon 9800 pro 128mb ( also overclocked )
I get over 500 fps
Impressive
Physic is really cool
Runs really fine on my system
Athlon XP 2500+@3250+
2x256mb DDR 400mhz@408mhz
Radeon 9800 pro 128mb ( also overclocked )
I get over 500 fps
This topic is closed to new replies.
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