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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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ThisIsPathetic

Implementation of the "Magnus Effect" on a 2D Pong Style game...

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Hey everyone, I'm not a big forum user, but from looking around this site it seems like its a great place to finally get my feet wet!

I'm working on a basic pong game, which was pretty simple to accomplish... but now I'm looking to up the physics of the game, and make it really unique!

Instead of the basic 'bounce' of the ball and paddle, I have recently been playing around with applying the paddle's velocity to the direction that the ball travels... I came up with some simple dynamics, and put it in my game, and it seemed to look pretty good [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

[img]http://i.imgur.com/zXFzz.png[/img]
Although, I think my 'physics' of the situation may be a little off... I based my code off of this drawing, and tweaked it along the way.

Anyways, I started to think about it some more, and came up with the idea that the ball should technically have rotation... and then I drew up another sketch on how it should rotate (I'm a visual kind of guy), and then implemented it into my code.

[img]http://i.imgur.com/vFod5.png[/img]

The first implementation, of using the paddle velocity to affect the ball's direction was pretty straight forward, and I got it to look somewhat correct in the end. But when I went to implement the ball's curve... that's where things got a little tricky...


if anyone would like to see an example of whats going on in my code, I would be more than happy to explain it, but I rather not flood my first post with a bunch of content that may turn people off of the main question here...

While I was looking into the 'curve'/rotation of the ball, I know that the paddle's velocity does effect the outcome, and then I read a post about the 'Magnus Effect' and decided that that is DEFINITELY the route I Want to go. (it was actually on there forums too: [url="http://www.gamedev.net/topic/455764-physics-of-a-spinning-ball-bouncing-off-a-wall-2d/"]http://www.gamedev.n...-off-a-wall-2d/[/url])

But with that post almost 5 years outdated... I searched some more online on my own, but really just need someone to help me break it down so I can understand it all.

I appreciate all the help I can get, and I appreciate communities like this one, I think its a GREAT place to learn... I look forward to getting into some good conversations with some of you!

BTW - I'm using XNA 4.0, as well as the Farseer Engine, or, more commonly known as Box2D :D
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