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shock-value — quick ib2 physics test

Published: 2008-10-22 18:34:44 +0000 UTC; Views: 2962; Favourites: 5; Downloads: 28
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Description quick demo of box2d, the physics engine that will drive interactive buddy 2
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Comments: 18

The-Duct-Tape [2008-12-04 05:54:40 +0000 UTC]

wowsers!

but i see a lot of bugs, predominantly boxes going outside the boundaries or getting stuck in the boundaries.

DT

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Hardeeharhar1423 [2008-10-26 07:39:34 +0000 UTC]

I say, once everything is settled...

CHUCK IN A MOLOTOV COCKTAIL! WHOOSH!!

...But that falling boxes concept is quite interesting.

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shock-value In reply to Hardeeharhar1423 [2008-10-27 00:51:27 +0000 UTC]

imagine that all of those boxes are crates of c4--then toss in a molotov!

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Hardeeharhar1423 In reply to shock-value [2008-10-28 11:13:27 +0000 UTC]

YES!! Me wants a BIG BOOM!!
And there will be one, with all that c4...>D

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PhantomofAsh [2008-10-22 21:43:06 +0000 UTC]

You're alive! You haven't submitted anything to DevArt in a WHILE! ^_^

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shock-value In reply to PhantomofAsh [2008-10-23 05:27:29 +0000 UTC]

yep i've been distracted by other things! i'll be checking in more often now.

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PhantomofAsh In reply to shock-value [2008-10-23 07:17:54 +0000 UTC]

Oh, ok. Neato, I can't wait for the next Interactive Buddy! ^_^

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arkher [2008-10-22 20:08:28 +0000 UTC]

Why do they become red?

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shock-value In reply to arkher [2008-10-22 20:57:43 +0000 UTC]

whenever an object turns red that means it is inactive and your cpu isn't wasting time calculating is movements. when another object comes into contact with it, it of course "wakes up" and is simulated just as before. just a way to make sure the game doesn't waste and processing power. of course that's "under the hood" type stuff that you won't see in the final game. it'll be there, but obviously the objects won't turn red and you'll have no idea it's going on.

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arkher In reply to shock-value [2008-10-22 21:15:06 +0000 UTC]

Ok. But it would be neat if we had a mode that caused something like that to happen,you know making it change color as it moved.

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shock-value In reply to arkher [2008-10-22 23:27:50 +0000 UTC]

my goal for this project is to make it as user extendable as possible. in fact one thing i realized is that the first thing i need to do is create a fast, simple, but nonetheless powerful scripting engine (which i am starting now) and build as much of the game content as possible using scripts, and of course put in a gui so that users can modify and make their own scripts.

basically in the last game i tacked on the scripting engine pretty much at the end of development. for this one i want it to be an integral part of it, so that for example you can create your own "modes" such as what you are describing (color change on object movement).

anyway sorry if i am rambling! i'm just at the point now where i'm trying to solidify all of my ideas and the direction this project will take!

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WolfRyuzaki [2008-10-22 19:19:03 +0000 UTC]

Looks good so far...but may i ask, as i'm not too savvy with this kind of stuff, what exactly is the purpose of the boxes and circles? i'm not entirely clear on that.

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shock-value In reply to WolfRyuzaki [2008-10-22 20:55:07 +0000 UTC]

yep just showing how the physics and collision system will work. e.g. all the objects in the game will be represented as either circles or polygons which interact. the box2d engine provides the basic laws of physics, and i'll be adding all kinds of interactions on top of that.

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WolfRyuzaki In reply to shock-value [2008-10-22 21:43:03 +0000 UTC]

ah, i se. thank you for explaining it to me.

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arkher In reply to WolfRyuzaki [2008-10-22 20:08:07 +0000 UTC]

I think to test collision effects.

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WolfRyuzaki In reply to arkher [2008-10-22 21:43:12 +0000 UTC]

thank you.

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shock-value [2008-10-22 18:35:56 +0000 UTC]

sorry about the overly wide flash file---it's 1280x720, the size that the final game will be

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Mack3r3l In reply to shock-value [2009-10-28 16:17:42 +0000 UTC]

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