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wonderwhy-ER — A.W.C.A.F.I.T by-nc-nd

Published: 2009-08-30 22:44:36 +0000 UTC; Views: 6548; Favourites: 34; Downloads: 104
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Description What's that? [link] (hmm weird DA things it is a link lol) Well LD games do need weird names

Ok... It is 1:32 here and tomorrow I need to go to work... So I am calling it a day... No complete game for LD15 Spent too much time on testing ideas for that...

Anyways go pretty close to it. In the end idea was like that. Spaceship stops at asteroids. Borrows a hole in them and tries to collect as much fuel (hydrogen or something) from them Should have worked well for 48H compo but I failed to do it in 48h... As once before stuck with testing new/old untested ideas for too long

How to use
Use slider or mouse wheel to rotate asteroid which changes gravity too.
Hold mouse button to create fluid at that point.
You may change some settings like how much water is created or how big level should be (water does not become smaller but level does).

Also try setting amount of particles to 1000 or something and clicking As 1000 particles are created in small it creates large pressure and it explodes lol
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Comments: 26

catboy676 [2012-08-26 11:23:55 +0000 UTC]

friction=0 displ2=0 displ1=0
GOO!

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wonderwhy-ER In reply to catboy676 [2012-08-26 13:13:09 +0000 UTC]

Yeah, kind of like wet snow

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eliskan [2009-11-05 07:41:34 +0000 UTC]

Wow trying it with 0 friction it acts like slushy snow. Very cool simulator! I want this in a game!!

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wonderwhy-ER In reply to eliskan [2009-11-05 09:05:02 +0000 UTC]

Heh more like some goo... But without sticky...

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eliskan In reply to wonderwhy-ER [2009-11-05 23:45:48 +0000 UTC]

One more comment haha, try putting friction to 0.01 and all the others to 0 except count and spin it around. It acts just like snow or something haha! You can get some very realistic settings with this

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wonderwhy-ER In reply to eliskan [2009-11-06 07:24:08 +0000 UTC]

Haha may be like a wet snow

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eliskan In reply to wonderwhy-ER [2009-11-05 23:44:43 +0000 UTC]

Whoa I was just thinking, a really cool feature to experiment with would be like an auto-roll of the level. Like if you want it to spin at a consistant pace. I was testing it out with all the settings on 0 and then spinning it quickly and it's kinda cool lol

just a random idea XD You should find something to use this in though it's fun!!

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wonderwhy-ER In reply to eliskan [2009-11-06 07:28:47 +0000 UTC]

Well first thing I must do is to play with two parts of this thing to make them better. Collisions angle finding with walls are not great (makes mistakes in narrow places). I have idea of what to do but it is very slow so far.
Another problem is that particles fail to have real volume... Particle collisions were very experimental here and tough they have good performance they are pretty crazy... Need to play with variants of this to see if I can make it better.

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eliskan In reply to wonderwhy-ER [2009-11-06 08:34:02 +0000 UTC]

Well in order to have volume you might need to make a pressure statistic in each particle that responds to how many other particles its touching and reacts accordingly (probably by gaining higher velocity in any direction). Then again every calculation you add is another slow down on the processor..

But in a game if you limit particles to a reasonable amount it should be fine

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eliskan In reply to wonderwhy-ER [2009-11-05 23:42:51 +0000 UTC]

And if you put all the settings except count to 0, it really acts even more sticky and less gooey

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wonderwhy-ER In reply to eliskan [2009-11-06 07:30:10 +0000 UTC]

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fluffeon [2009-09-04 23:56:23 +0000 UTC]

I like the Limits you set on them,Prevents my computer from crashing ;]

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wonderwhy-ER In reply to fluffeon [2009-09-05 08:51:04 +0000 UTC]

What limits? You still can have as many particles as you want

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YoungLink19 [2009-08-31 15:06:42 +0000 UTC]

The water flows out when there's too much water! It looks quite 3D-ish too, seeing the walls aren't strictly solid.

Unfortunately, this app is currently a major system hog. Also, rotating the asteroid makes the edge of the whole movie clip visible.

Hope ya success in the game

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wonderwhy-ER In reply to YoungLink19 [2009-08-31 16:55:41 +0000 UTC]

Yeah I know it leaks... Will be trying to fix it later.

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YoungLink19 In reply to wonderwhy-ER [2009-08-31 17:04:05 +0000 UTC]

What, it's not intentional? 0_0

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wonderwhy-ER In reply to YoungLink19 [2009-08-31 17:21:46 +0000 UTC]

Ofcourse You probably do not know much about physics simulations do you? Especially in such slow environment as Flash... I challenge you to find any water simulation with collisions that features at least 1K of particles.

It is far from being precise or anything and is done in 2 days... Of course it packs in many compromises and unintended results I am creating physics here so ofcourse there are many unintended consequences.

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YoungLink19 In reply to wonderwhy-ER [2009-08-31 17:40:10 +0000 UTC]

Huh? For one, I don't know much about programming, or Flash, in the first place.

Let's see... is it not possible to force the particles not to leave the destined area by, say, once detected to be out of bounds, put them back to its nearest location possible?

Still, I do think this version is good in its own way. You can, for example, say it's a simulation of materials that absorb water, like raw wood pieces.

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wonderwhy-ER In reply to YoungLink19 [2009-08-31 17:45:46 +0000 UTC]

Ok sry if offended you in any way.

It is but with consequences. You can actually do that setting displ parameters to say 3 but that makes them dribble and behave more like pingpong balls

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YoungLink19 In reply to wonderwhy-ER [2009-08-31 17:56:28 +0000 UTC]

No you didn't offend me. And keep telling me those technical details if you like... I may not be good at it, but I am interested.

And... the names "displ" and "displ2" don't tell me how they relate to the physics of the particles. Maybe you should use more descriptive wordings for us end users to know what they do?

The first time I saw "displ" I thought I could configure the graphical appeareance of the particles

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wonderwhy-ER In reply to YoungLink19 [2009-08-31 19:03:30 +0000 UTC]

No it means displacement coefficients One for moving particles outside of walls and other for modifying particle speeds to push out of walls. As for names... I doubt they have short names. Rather large chunks of text to describe what they do...

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cepums [2009-08-31 10:30:37 +0000 UTC]

hahaha.. veljasmazgaajamaa mashiina

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wonderwhy-ER In reply to cepums [2009-08-31 10:57:16 +0000 UTC]

Tas es to neredzeju

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Deathbal101 [2009-08-30 23:23:07 +0000 UTC]

Descriptions on which settings do what would be nice. Anyways, awesome work. I love these simulators.

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wonderwhy-ER In reply to Deathbal101 [2009-08-31 08:22:28 +0000 UTC]

Well displs are settings of how earth pushes particles back. One in terms of position and another in terms of speed.
Size + new level changes size of level.
Count is how many particles are created and friq is friction or how much speed particles loose when they touch earth. At 1 there is no friction at 0 it completely stops them.

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Deathbal101 In reply to wonderwhy-ER [2009-08-31 12:36:47 +0000 UTC]

Thanks!

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