Author Topic: Sonic Physics  (Read 20272 times)

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Offline JustCause

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Re: Sonic Physics
« Reply #15 on: November 05, 2010, 06:12:47 pm »
Wow! This looks quite nice. I may steal the 5-mode concept from you, it seems like it's working great and would lead to a robust engine.
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Offline DJ Omnimaga

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Re: Sonic Physics
« Reply #16 on: November 05, 2010, 06:18:07 pm »
Wow that is too great! I am amazed at how you managed to get the physics so close (well... faster but still...). On top of that, it was at 6 MHz! I tried it at 15 and it was ultra-fast.

Do you think with smooth scrolling it could be fast enough?

Offline Builderboy

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Re: Sonic Physics
« Reply #17 on: November 05, 2010, 06:21:09 pm »
Its not my concept so go ahead :)

And shmibs that sounds like what i have done, we will have to compare engines :)

And thanks DJ :) I hope smoothscolling can work, as that is kind of what i am aiming with this whole tech demo.  I just need a fast enough engine and it should be good.  It is surprising how little power it takes to run this physics engine.  Even in Full i didn't get the speed increase i expected because the framerate was getting to the max the calc could handle O.O and i haven't even optimized it!  I guess the guys as Sega knew what they were doing :)

Offline meishe91

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Re: Sonic Physics
« Reply #18 on: November 05, 2010, 06:29:38 pm »
Its not my concept so go ahead :)

And shmibs that sounds like what i have done, we will have to compare engines :)

And thanks DJ :) I hope smoothscolling can work, as that is kind of what i am aiming with this whole tech demo.  I just need a fast enough engine and it should be good.  It is surprising how little power it takes to run this physics engine.  Even in Full i didn't get the speed increase i expected because the framerate was getting to the max the calc could handle O.O and i haven't even optimized it!  I guess the guys as Sega knew what they were doing :)

Well not every technology company is like TI ;)
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Offline FinaleTI

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Re: Sonic Physics
« Reply #19 on: November 05, 2010, 06:49:25 pm »
Its not my concept so go ahead :)

And shmibs that sounds like what i have done, we will have to compare engines :)

And thanks DJ :) I hope smoothscolling can work, as that is kind of what i am aiming with this whole tech demo.  I just need a fast enough engine and it should be good.  It is surprising how little power it takes to run this physics engine.  Even in Full i didn't get the speed increase i expected because the framerate was getting to the max the calc could handle O.O and i haven't even optimized it!  I guess the guys as Sega knew what they were doing :)
Well, they did. At least for the classic Sonic games. The new ones are really not that good, unfortunately.


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Offline Builderboy

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Re: Sonic Physics
« Reply #20 on: November 05, 2010, 06:51:35 pm »
Well i was talking more on the code efficiency part, they came up with a method that is super duper fast ^^

Offline DJ Omnimaga

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Re: Sonic Physics
« Reply #21 on: November 05, 2010, 06:52:50 pm »
Its not my concept so go ahead :)

And shmibs that sounds like what i have done, we will have to compare engines :)

And thanks DJ :) I hope smoothscolling can work, as that is kind of what i am aiming with this whole tech demo.  I just need a fast enough engine and it should be good.  It is surprising how little power it takes to run this physics engine.  Even in Full i didn't get the speed increase i expected because the framerate was getting to the max the calc could handle O.O and i haven't even optimized it!  I guess the guys as Sega knew what they were doing :)
Well, they did. At least for the classic Sonic games. The new ones are really not that good, unfortunately.
True, especially remakes of the old ones as well as ports. The worst is Sonic The Hedgehog Genesis for the GBA. It's filled with physic glitches.
« Last Edit: November 05, 2010, 06:53:03 pm by DJ Omnimaga »

Offline Builderboy

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Re: Sonic Physics
« Reply #22 on: November 05, 2010, 06:53:42 pm »
Yuk, although the site i linked to does mention a glitch in the original sonic where if you fall from too high you can pass through objects D:

Offline ztrumpet

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Re: Sonic Physics
« Reply #23 on: November 05, 2010, 06:55:56 pm »
Yuk, although the site i linked to does mention a glitch in the original sonic where if you fall from too high you can pass through objects D:
Terminal Velocity anyone? :P

Offline Builderboy

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Re: Sonic Physics
« Reply #24 on: November 05, 2010, 07:01:49 pm »
heh yeah they fixed it in all the later versions i believe, there might not have been even that many places in the original sonic where you could even build up enough velocity o.O

Offline DJ Omnimaga

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Re: Sonic Physics
« Reply #25 on: November 05, 2010, 09:35:12 pm »
Haha I think that happened in Supersonic Ball before I slowed down falling XD. When moving down at a 4 pixel interval in a direction AND vertically, then landed in the very corner of two tiles, you went through it.

Offline fb39ca4

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Re: Sonic Physics
« Reply #26 on: November 05, 2010, 09:39:16 pm »
Reminds me of a flash game I played called Flipside, where you can drive up walls in your car, if you have enough speed. A calc version of flipside could be done with physics like this, too.

Offline DJ Omnimaga

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Re: Sonic Physics
« Reply #27 on: November 05, 2010, 10:36:47 pm »
Wow, that flash game takes A LOOOOOOOONG while to load O.O. It reminded me when we had dial-up at school, shared between 64 computers O.O

Offline MRide

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Re: Sonic Physics
« Reply #28 on: November 05, 2010, 10:51:27 pm »
And once again, the master of physics showcases his talent. :P
But seriously, nice job on this, Builderboy!

Offline meishe91

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Re: Sonic Physics
« Reply #29 on: November 05, 2010, 11:02:26 pm »
And once again, the master of physics showcases his talent. :P
But seriously, nice job on this, Builderboy!

Not that it's inaccurate ;)
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