Can someone explain the physical reaction clearly?

Non-platform specific questions.

Can someone explain the physical reaction clearly?

Postby Janet Merai » Tue Oct 24, 2006 6:19 am

I am having problems understanding the whole physical reaction mass multiplier and final suff, can someone explain this please?

Edit update: Also, there seems to be a bug with the collision physical reaction thing.
When I used 0.1 and 1.0, I got a weird "x m |" looking symbols after going back to edit it instead of my numbers O_O;
Any reason why it is there?

Thank you :)
Janet Merai
 
Posts: 51
Joined: Wed May 11, 2005 5:30 am
Score: 1 Give a positive score

Postby makslane » Tue Oct 24, 2006 12:37 pm

There is a lot issues to solve in this interface.

I am having problems understanding the whole physical reaction mass multiplier and final suff, can someone explain this please?


With the calculated option, the engine will estimate the mass based on image area. You can use the mass multiplier to make some adjust.
makslane
Site Admin
 
Posts: 3947
Joined: Sat Apr 05, 2003 6:47 pm
Score: 182 Give a positive score

Re: Can someone explain the physical reaction clearly?

Postby Diana Kennedy » Tue Oct 24, 2006 3:50 pm

Janet Merai wrote:I am having problems understanding the whole physical reaction mass multiplier and final suff, can someone explain this please?


Oh yes, please. I am using GE since some time now and still did not understand what the hell it is about - wheres the difference to collision? WHAT exactly is it?
User avatar
Diana Kennedy
 
Posts: 257
Joined: Wed Dec 07, 2005 12:34 am
Location: France, where Presidents who got shot in Texas do exile ;-)
Score: 0 Give a positive score

Postby makslane » Tue Oct 24, 2006 5:59 pm

The Collision is just an event. In an event you execute actions.
The 'Physical Response' is an action thats can be executed in a collision event.
makslane
Site Admin
 
Posts: 3947
Joined: Sat Apr 05, 2003 6:47 pm
Score: 182 Give a positive score

Postby Diana Kennedy » Tue Oct 24, 2006 9:01 pm

And what exactly does the physical response?
User avatar
Diana Kennedy
 
Posts: 257
Joined: Wed Dec 07, 2005 12:34 am
Location: France, where Presidents who got shot in Texas do exile ;-)
Score: 0 Give a positive score

Postby Janet Merai » Tue Oct 24, 2006 9:20 pm

Well, I randomly gave it a test and it supposedly makes your character stop against a filled region or any object.

Test at your will :P
I may not know how to program, but I have a creative mind! :D

Game Editor supporter
Janet Merai
 
Posts: 51
Joined: Wed May 11, 2005 5:30 am
Score: 1 Give a positive score

Postby pavel329 » Wed Oct 25, 2006 2:51 am

Physical response is like your cotrolling mass itself.When you step on the ground,thats physical response.When you walk into a wall,thats physical response.Just pretend your character or object is you walking on the ground or into a wall.And as makslane said collision is an action.A few actions happen when you collide with the wall.It can hurt.Thats one action.And it can also trigger physical response.Making you bouce back off the wall or stop.


(read my signature.Its physical response)|
|
|
v
Drugs r bad.
Mgaay?

Image
User avatar
pavel329
 
Posts: 269
Joined: Thu May 25, 2006 2:05 pm
Location: Behind you
Score: 5 Give a positive score

Postby Fuzzy » Thu Oct 26, 2006 9:30 pm

Physical response is a way to simulate weight in your actor, based on size and number of pixels that are not totally transparent. It is also a way to modify your actors velocity in various ways.

It is atypical in the 2d game world to consider mass(thats more the realm of 3d), so most people dont bother with that.

That being said, the remaining fields in the collision response event are multipliers, and when you use these floating values with other small or odd numbers, you can get little remainders that cause problems.

For this reason, I bypass the physical response and go to a simpler script based solution.

collision event ----> script editor ----> directional_velocity = 0.0;

That reduces the overhead of the game figuring out what the mass of the actor is, then multipying it by zero, then multiplying the velocity.

The point is, there is nothing in the precreated events that you cannot recreate for yourself, using scripts, and you are well served to learn to do it. Often, you will find a space and speed savings by going this route.
Mortal Enemy of IF....THEN(and Inspector Gadget)

Still ThreeFingerPete to tekdino
User avatar
Fuzzy
 
Posts: 1068
Joined: Thu Mar 03, 2005 9:32 am
Location: Plymostic Programmer
Score: 95 Give a positive score


Return to General

Who is online

Users browsing this forum: No registered users and 1 guest