Author Topic: Zedd Physics Library  (Read 30064 times)

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Offline bwang

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Re: Zedd Physics Library
« Reply #60 on: August 17, 2010, 06:28:45 pm »
O.o a release!
You should make a game based on this.

Offline DJ Omnimaga

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Re: Zedd Physics Library
« Reply #61 on: August 17, 2010, 10:11:22 pm »
wow amazing, just played around with this and it's truly epic!

Offline Builderboy

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Re: Zedd Physics Library
« Reply #62 on: August 18, 2010, 02:16:48 am »
Thanks guys :) Well im going to try to work on cleaning up the engine, and releasing a full fledged library.  And after that, i have an idea for a Physics Sandbox as an expansion library that implements Zedd and gives you ways to interact with the world and achieve more effects that push Zedd to the limit.

Offline DJ Omnimaga

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Re: Zedd Physics Library
« Reply #63 on: August 18, 2010, 03:24:56 am »
A game with that would really rule o.o

Offline matthias1992

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Re: Zedd Physics Library
« Reply #64 on: August 18, 2010, 09:44:40 am »
A game with that would really rule o.o
Indeed. Awesome job Builderboy!
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-

Offline Builderboy

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Re: Zedd Physics Library
« Reply #65 on: October 13, 2010, 02:09:00 am »
Okay i actually have been working on rewriting this in my spare time.  It is now approximately twice as efficient as the previous engine, and has been rewritten with variable sized sprites in mind.  The friction and momentum transfer code is also being revisited for higher accuracy and speed.  I have a basic engine up and i have collision back up to 100%, although friction and momentum have not been implemented as of yet.

Also i am planning to implement Mass so that collisions can have a more realistic feel to them, although that hasn't been implemented yet.  At least collision was been finished ^^ that has taken me the better part of this week, going through handfuls of rewrites.

Here is a basic screenie of the new engine in action:

Offline DJ Omnimaga

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Re: Zedd Physics Library
« Reply #66 on: October 13, 2010, 02:29:03 am »
Looks awesome! Glad you are working on this again :)

Offline Builderboy

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Re: Zedd Physics Library
« Reply #67 on: October 13, 2010, 02:46:59 am »
Me too :) I cant say i was not influenced by the progress of Half Life 2 on calc either :D haha what can i say, i like a little friendly competiton ^^

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Re: Zedd Physics Library
« Reply #68 on: October 13, 2010, 02:52:42 am »
Lol :P

But yeah it's still cool to see this alive again :)

Btw does it runs at 6 MHz speed?

Offline Builderboy

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Re: Zedd Physics Library
« Reply #69 on: October 13, 2010, 02:55:13 am »
That specific Screenie is at 15Mgz, but this version of the engine runs with a very reasonable speed at 6Mgz with a basic amount of objects, so its usable on both platforms :)

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Re: Zedd Physics Library
« Reply #70 on: October 13, 2010, 02:58:04 am »
You mean MHz? Ahh I see. Hopefully we can still achieve some hardcore games with this on 6 Mhz too :D

Offline Builderboy

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Re: Zedd Physics Library
« Reply #71 on: October 13, 2010, 03:08:04 am »
Oh yeah MHz XD And i really hope so :D

Offline AngelFish

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Re: Zedd Physics Library
« Reply #72 on: October 13, 2010, 03:25:37 am »
Builderboy, would it be possible to implement some kind of simple velocity-fluid resistance relational system into the water simulation? The balls appear to go a bit farther underwater than would be expected for differing impacts.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

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Re: Zedd Physics Library
« Reply #73 on: October 13, 2010, 03:51:21 am »
Ah you mean how when you try to move through the water faster it resits you more?  Yes this could be implemented with some client code and would make the water demo a lit more realistic.  The actual physics and coding might be tricky though

Offline AngelFish

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Re: Zedd Physics Library
« Reply #74 on: October 13, 2010, 03:56:36 am »
Yep. Assuming you're already working with the component forms of the vectors, you could use (1/2)CV² where V is your velocity component along a particular axis and C is an arbitrary drag coefficient. This is a simplification of the standard fluid resistance approximation of (1/2)ρV²CA, where ρ is the fluid density and A is the surface area being acted on.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ