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Messages - Builderboy

Pages: 1 ... 115 116 [117] 118 119 ... 375
1741
TI Z80 / Re: Tio
« on: February 12, 2011, 02:40:37 am »
ah gotcha, thats understandable, just play it safe for now, at least until you have a backup of everything :)

1742
TI Z80 / Re: Tio
« on: February 12, 2011, 02:37:52 am »
Hmmm yeah taking it out sounds like it would make things work better, although what happens if you put in say Realloc(L4) or something of the like?

1743
The Axe Parser Project / Re: ChainFire Pinball Library
« on: February 12, 2011, 02:35:10 am »
Thanks :D My hope was to get it looking as good as the sonic physics engine ^^ That uses a much more stable algorithm than this one, and so it was a lot easier to get good physics, plus it was tile based.  For this, it was a lot more difficult, so my hope was to get it as good looking as sonic :)

And this is just a library I will be releasing to the public for anybody to use for anything they want :) This is in the same branch as Zedd, its a physics library made to make it easier for people to write games with high physics elements in them.

1744
TI Z80 / Re: Tio
« on: February 12, 2011, 02:31:58 am »
byte 12?  That seems like... a bad place to put your variables?  Isn't the RAM at 12 not RAM at all but part of the OS?  Or am I misunderstanding how Realloc() works?

1745
TI Z80 / Re: TAO: Unleashed (Progress)
« on: February 12, 2011, 02:31:01 am »
Can't wait to see some more progress on this :) Good luck getting everything working!

1746
TI Z80 / Re: Tio
« on: February 12, 2011, 02:30:10 am »
The Realloc() rearranges the variables in memory doesn't it? o.O Seems like that could mess up lots of stuff

1747
Graviter / Re: Graviter - Axe
« on: February 12, 2011, 02:21:36 am »
Sounds like a plan to me! :D And a good idea for a storyline if there isn't one already?

1748
The Axe Parser Project / ChainFire Pinball Library
« on: February 12, 2011, 02:20:55 am »
So with the recent influx of physics related games, as well as a recent increase in the interest of ball physics, I have become a bit more interested in it myself, and so I spent all of Bio the other day and a considerable amount of time out of class writing this pinball physics engine for pixel based collision.  It uses the onscreen pixels only for collision, although it could easily be changed to a backbuffer or alternative buffer.  This is developed for pinball games in mind, and has several changeable variables which can change the way the ball behaves:

Collision Elasticity: from 0% to 100% How much energy the ball retains after a collision with a wall or object
Rolling Angle Threshold: from 0 to 90 degrees, this value changes how small of an angle the ball has to hit the wall to switch to rolling physics.  If this number is very small, the ball will bound around a lot, if this number is very large, the ball will tend to 'stick' to walls.

These values are currently hardcoded into the code, but in the future I hope to release a flexible engine with a large number of changeable parameters.  As for the engine itself, this is how it works:

The balls position is first backed up, and then incremented by the velocity.  If the ball collides with anything, we enter the collision test segment.  The ball checks the pixels around it to determine the surface normal vector of the wall it collided with.  It then normalizes that vector and uses it to move the ball backwards out of the wall.  If the vector is not accurate enough to get the ball out of the wall, the balls backed up position value is used instead.  We then find the dot product of the balls velocity and the surface normal vector, resulting in a value from -M to M, where M is the magnitude of the velocity of the ball.  If this value is greater than the Rolling angle threshold, perform the vector transformations to subtract the perpendicular vector component from the velocity of the ball.  If the value is less than the Rolling angle threshold, the perpendicular vector is negated, and then multiplied by the Collision Elasticity value.  

Thats a lot of technical mumbo jumbo, lets just get to the screenshots, enjoy!  The screenshot it running with a collision elasticity of 0.5 and a rolling angle threshold of 22.5 degrees


1749
Site Feedback and Questions / Re: Temporary loss of access to the site
« on: February 12, 2011, 01:39:45 am »
Good luck in life Dj, I understand your decision and hope we can all continue to be a comunity ^^ I hope everything gets better for you man :)

1750
Graviter / Re: Graviter - Axe
« on: February 12, 2011, 01:36:54 am »
WoW!  That is an amazing explosion of death!  I love the interphysics and everything!  This sure is looking a lot like PortalX XD maybe it could even tie into the storyline somewhere o.O

1751
News / Re: Some Omnimaga Files Lost
« on: February 12, 2011, 01:30:02 am »
Don't worry you guys!  I will never drop PortalX! :)

1752
News / Re: Some Omnimaga Files Lost
« on: February 11, 2011, 02:07:37 pm »
Well thats good, you gonna reupload them?

1753
News / Re: Some Omnimaga Files Lost
« on: February 11, 2011, 02:04:47 pm »
I hope you wern't using Omni as a backup :( Do you still have all those files that were uploaded?

1754
Miscellaneous / Re: Math functions
« on: February 11, 2011, 01:45:37 pm »
ooooooooooh gotcha!  That would be epic!

1755
TI Z80 / Re: BimBall -- AKA super wallball
« on: February 11, 2011, 01:40:06 pm »
Ah, wasn't sure of the framerate so i didn't know how long it was ^^

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