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wyrzy

Rope Bridges

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I was thinking of adding rope bridges to a platforming game I've been working on, but I'm not what way would be the best/fastest way to implement them. My initial thought was to use a mass-spring system. Does anyone second the thought, or is there a better or easier way to implement rope bridges? Also, does anyone know of a reference site that explains mass-spring physics in games? I've taken a semester of Calc-based physics (mainly dynamics which covered spring forces), but I don't always find it the easiest to apply my math/physics knowledge directly to programming.

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Just a quick comment. Although Verlet integration isn't always the best choice in a physics simulation, in combination with 'stick' contraints it can give excellent results for ropes, cables, cloth, and the like with very little coding. Just imagining a side-view platform game, I can imagine Verlet+constraints being an excellent solution. You could make the bridge out of x number of particles, and then perform collision detection between the player and the segments connecting the particles. Based on this interaction, you could apply forces to the end particles of the appropriate segment, which would cause the bridge to bounce and react naturally. You would of course also apply collision response to the player to keep him or her on the bridge.

I'm no physics expert, so just take this as a suggestion. Also, I'm sure a mass-spring system could be made to work as well, but I think the Verlet system might be a little easier to get going.

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