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ben mercer

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17th July, 2006 at 06:28:30 -

Hello,

As some of you may be aware I have been working on a physics engine for MMF. I posted a video demo onto the clickteam forums, which is linked to below.

http://clickteam.com/center/showflat.php/Cat/0/Number/5467/an/0/page/0#Post5467

At the moment all that is displayed is the core physics engine. No shadows, paralaxing or rotation are shown but that will come later when I've made the graphics engine.

Enjoy

 
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Radix

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17th July, 2006 at 06:43:36 -

That looks quite great, good work.

 
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Flava



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17th July, 2006 at 06:55:07 -

Reminds me of HL2 (garrys mod) a bit - nice work

 
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Ski

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Candy Cane
17th July, 2006 at 08:07:22 -

Thats very cool, looks fun!

 
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colej_uk



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17th July, 2006 at 08:13:11 -

Thats pretty amazing.

Bring on Garry's mod for mmf!

 
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Klikmaster

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17th July, 2006 at 09:19:31 -

Not bad, I like the elastic physics

 
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ben mercer

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17th July, 2006 at 09:38:52 -

@Phizzy

When I've made the graphics engine, boxes will tumble and rotate, paralax and render volume shadows. So it will probably look a lot better then. The trouble with MMF is that rigid body dynamics is not really viable in MMF events, so some parts of the engine need to be "fudged".

Also objects will be able to break apart when damaged. Like in hl2 when you crowbar a plank of wood, then you can pick up the shards of shattered wood and throw them or break them into even smaller pieces.

The interesting bit is programming the AI to take cover behind objects and also to barricade choke points by piling ob some objects or using an object to jam a door.

@colej_uk

Its funny you say that actually, becuase some of the debug interface is quite a lot like garrys mod.

 
Stuckboy

JC Denton: "I know your UNATCO killphrase: Laputan Machine."
Gunther Hermann: "I - am - not - a - machi --"
JC Denton: "Sticks and stones..."

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Candy Cane
17th July, 2006 at 09:59:36 -

That sounds like some sexy goodness

 
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Liquixcat

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17th July, 2006 at 11:33:34 -

Quite nice, I can't wait for some graphical improvements though. Also when a little guy is running around with a crowbar

 
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Klikmaster

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17th July, 2006 at 12:15:36 -

Do it pseudo-3d, that would make it better.

 
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ben mercer

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17th July, 2006 at 13:41:09 -

Paralaxing IS Psuedo 3d

If i plug it into Mode7 or Opengl or something it would just be rubbish because of the graphical limitations of both.

 
Stuckboy

JC Denton: "I know your UNATCO killphrase: Laputan Machine."
Gunther Hermann: "I - am - not - a - machi --"
JC Denton: "Sticks and stones..."

Radix

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17th July, 2006 at 14:36:30 -

The bit about being able to break things up isn't particularly impressive (I mean, you could just do that in like two events anyway, right?), but the possible AI applications you mention are really interesting; I can't think of any 2D games that've done that kind of thing at all, let alone klik stuff. I'm looking fowards to copying big chunks of your engine then not giving any credit.

 
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DaVince

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17th July, 2006 at 14:49:49 -

Hm, pretty cool, not to mention impressive, and of course, useful.

 
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Del Duio

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17th July, 2006 at 22:24:55 -

The fruits of your labor, revealed!

 
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18th July, 2006 at 02:16:48 -

awesome...

*rubs hands together and waits with a smile*

 
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Werbad



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18th July, 2006 at 07:05:24 -

Looks good, but the ropes seems a little too elastic... is it possible to make less elastic ropes with this engine?

 
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ben mercer

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20th July, 2006 at 09:52:25 -

Not without some horrible thing called verlet integration :S

Radix: Making objects fall apart is harder than it may seem, because if an object is moving as it breaks then the pieces must retain the velocity that the original bit did.

 
Stuckboy

JC Denton: "I know your UNATCO killphrase: Laputan Machine."
Gunther Hermann: "I - am - not - a - machi --"
JC Denton: "Sticks and stones..."

Radix

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20th July, 2006 at 22:52:03 -

Yeah but I'm pretty sure you could do that in like two events.

 
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Dalal



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21st July, 2006 at 17:05:21 -

This is amazing! And it looks fun. I know its not complete, but is there a chance you could release an executable of the app so we can play around with it?

 
.bin there done .dat

ben mercer

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21st July, 2006 at 19:25:49 -

Sorry no exe for now. I don't want to go overboard on tech demos so i can continue working on the engine and eventually make a game.

@Radix: Yeah maybe, i'm not so sure really. It's about working around the code below, which has caused me terrible problems before.

always
-create object X relative to object y
-set alt value of object X to alt value (object Y)

This seems to work at first but you will find that if multiple object X are present at the time, only one of them will complete the alterable value transfer. I've also had even worse problems with this code such as objects spawning infinitely, covering the entire screen

If anyone has a good method of getting around this annoyance I would very much appreciate hearing it from you.

 
Stuckboy

JC Denton: "I know your UNATCO killphrase: Laputan Machine."
Gunther Hermann: "I - am - not - a - machi --"
JC Denton: "Sticks and stones..."

Deleted User
21st July, 2006 at 19:29:50 -

Wouldnt it work by just making two Always events?

always
-create object X relative to object y

always
-set alt value of object X to alt value (object Y)

I suck!

 

Deleted User
23rd July, 2006 at 11:40:31 -

Thanks!

 
   

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