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venture

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About venture

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  1. venture

    2D Physics Engine for Mining Game

    Chipmunk is based on Box2D to my knowledge. Thank you for that article- reading it currently. I still have a lot to grasp and figure out about this whole process but: to your knowledge, can what I desire be handled? And if not, could I replicate it, perhaps by scaling down the size of cells, or by other means? [/quote] As Beernutts suggested, you can use small(ish) bodies to represents fragments of earth and rock to simulate falling chunks, rockslides, etc. However, pressurized fluids may be a whole different matter. Also, at some point, all physics simulations no matter how fast will be limited by the number of active bodies. These libraries are typically highly optimized, however, such as putting bodies to "sleep" if they are not in motion, and using broad phase collision to limit collision checks. In the end it will depend on how large of a world you are trying to represent, and how small the bodies will be. My advice would be to experiment with a particular library, and see what can and cannot be accomplished with it. You may have to mix methods, such as rigid bodies, cellular automata and "just plain faking it" to get what you are looking for. [/quote] Alright. Some more research is probably required on my part. No real worry, as I have plenty of time. But would the overall consensus be Chipmunk? Farseer? Which is the overall more powerful?
  2. venture

    2D Physics Engine for Mining Game

    Chipmunk is based on Box2D to my knowledge. Thank you for that article- reading it currently. I still have a lot to grasp and figure out about this whole process but: to your knowledge, can what I desire be handled? And if not, could I replicate it, perhaps by scaling down the size of cells, or by other means?
  3. Hi Everyone, I'm currently attempting to learn how to sprite for the game I am working on. The art style of my game will not likely conform to what is here, but it is mainly for practice, and, more importantly, to hopefully gain some feedback from more experienced spriters on how to improve. I'm going to be adding to this thread over the next few days This is my first one, after reading through a few tutorials. It is supposed to be a soldier, done in what I guess is the FF style. Thanks for any and all comments. Colonel: Dog: Book: Knight:
  4. venture

    2D Physics Engine for Mining Game

    Thanks. I'll check it out. EDIT: It looks really impressive! Thanks for the tip.
  5. venture

    2D Physics Engine for Mining Game

    C++, if that matters. I've done a bit of research, and was currently planning on going with Farseer, which appears to be based on Box 2D. I was just wondering if: A. It has the capabilities I need(from what you are saying, it appears it does) and B. If there were any other engines I have missed.
  6. Just curious about something. This would be for a project I would be starting in, at the bare minimum, 1.5 years(after I've experimented with programming and am sufficiently comfortable with it. So, no, I'm not planning on jumping into a complex project initially ) I was wondering if there was a 2D physics engine available that would be able to handle a mining game. Essentially, 2D, "Minecraft-esque" but not based around blocks. Using a pickaxe, drill or other tool would dislodge and fragment earth, stone etc. which could then be placed by the player. Dropping a handful of dirt would cause it to fall and spread like, well, dirt. Players would also have to reinforce their tunnels to prevent a collapse, and would have to process stone chunks into, for example, brick before they would be able to build. Ideally, it would also be able to handle things like rock slides, pressurized oil underground and other such things. Does a physics engine exist that will be able to do this? If one does not, I will either have to seriously re-think or scrap this project, as creating my own engine would be a monumental undertaking of which I will likely never be ready for.
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