Description - Very alpha tech demo to stake out my claim in the current development frenzy. The game showcases physically accurate point-point gravity. Future plans are for a golf-like game, or some other wacky use of physics, along with a more robust sandbox mode.
Instructions - There are two modes. Press Play to switch between them. In the Move mode, use the Touchpad or DPad to apply a force to the ball, and press the Touchpad to slow the ball. In the Edit mode, use the Touchpad or DPad to move the cursor around. Press the Touchpad once to begin creating a gravity circle, then drag to the desired size (and proportional mass), and then press again to create it. Once you have created three gravity circles, the current maximum, press the Touchpad once more to clear them all.
I will upload screenshots as soon as I get ribbon trails programmed in and enable PC controls. On an unrelated note, if anyone could give me a tip in the right direction on programming ribbon trails...
TODO -
Ribbon trails
Fix crappy gravity orb resizing
Menu Screen
Per Pixel collision
I'm looking for help tweaking my constants. Currently the gravity behaves physically correct, but the constants (mass,etc) aren't quite enjoyable. So if you have any suggestions in increasing orbit tendency and decreasing the tendency for the ball to get stuck, please let me know.
Also, why doesn't XNA have vector drawing methods (DrawRect, DrawCircle, DrawLine, etc.)? That seems like a huge and basic feature that Microsoft is just ignoring.
Last edited by ujax; 06-01-2008 at 09:35 PM.
Reason: 30 Support Added
I have an idea...the formula for gravity between two bodies is (someConstant * mass1 * mass2) / radius^2. Radius being the distance from body1 to body2. Which means that as the radius approaches zero, the gravity becomes infinite. Because I'm not dealing with solid bodies, but points, the radius is able to approach zero.
Now I limit the effects of that by limiting the velocity of the ball; right now it can't exceed 2 pixels per frame. What it really comes down to is tweaking the masses, velocity limits, etc for a "fun" gravity. If you would like to take a look inside the source code and try to find a sweet spot, please do! In the mean time I'll be doing the same.
This reminds me of the space lander game. When I create a planet or whatever they are, the ball always gets stuck on the corner. I think you've got the start of something here though. Good job
I have a interesting ideea for you.
instead of making the ball always constantly moving without losing speed ,why dont you make it so the ball is on the bottom of the screen and when u press the dpad,up. the ball slowly moves, as you would apply pressure on it. and then let it drop and have life like physics.
or make this into a game. have you ever played iphysics in sandbox mode? its awsome. its a sandbox. and u touch to make balls,shapes.....etc. and they all have gravity. but if you double tap the screen(pad in our case) the objects spin like on a axle.
..... complicated? ...yes
cool? ......very
IF possible, give that a shot.
Um, i don't get the point of this game. Does it supposed to be fun? Ya, interactive buddy would be kinda cool to have. This isnt like it tho
It's not a game. Notice what the coder said.
"Very alpha tech demo to stake out my claim in the current development frenzy. The game showcases physically accurate point-point gravity. Future plans are for a golf-like game, or some other wacky use of physics, along with a more robust sandbox mode."
From what I've read this demo seems like it is pretty far advanced, if you could apply this to a system like Interactive buddy I could be ammused for hours. I love that game and it would be easy enough to do for the zune. Then we could have a portable interactive buddy