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Physics Option

PostPosted: Sun Dec 10, 2006 3:13 pm
by Hedfone
personally, I would like GE to have advanced physics that can be turned on, or off.
things like: friction, bouyancy, surface area, and especially rope.
(ropes react to collision differently than, say a brick)
there could be like, a "material" box where you say what your actor is made of. like rubber, wood, steel etc.
In my science lass we've been using a program called "Interactive Physics." If anyones used it, imagine a GE & IE hybrid...

:P just imagine.




what do YOU think?

PostPosted: Sun Dec 10, 2006 6:13 pm
by Oman
that would be cool...

i bet theres someway you
could do that with codes though

PostPosted: Mon Dec 11, 2006 12:38 am
by Game A Gogo
its possible to do all those things.
like for buoyancy, just create a filled region, and on collision on the filled region, just do this code:
Code: Select all
yvelocity-=0.5;
or something similar, and for jumping things, change the final velocity multiply to something bigger then 0 on physical respond.

PostPosted: Mon Dec 11, 2006 2:37 am
by Hedfone
yeah but, right now, if say, a falling box hits the edge of a platform, then it'll either slip and keep falling or stop and "land"

with advanced Physics it could tumble as it fell, turning according to its own motion :P

wouldn't that be sick to have that WITHOUT coding ?
what are the prospects of this, mak ?

PostPosted: Mon Dec 11, 2006 3:06 am
by makslane
Will be a nice addition

PostPosted: Mon Dec 11, 2006 8:21 pm
by Hedfone
excellent! :D

PostPosted: Tue Dec 12, 2006 11:31 pm
by Game A Gogo
YAY! :D

PostPosted: Tue Jan 16, 2007 5:49 am
by morcior
such 2d physics can be implemented in a number of ways and it really depends on the platform you're writing for. It could be implemented by a user now, if GE supported sprite rotation!

In any case, 2D physics use a fair amount of CPU power and would be unlikely to run at acceptable speeds on a pocketpc system I think?