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phyzills update

Posted: Wed Nov 26, 2008 9:10 pm
by avansc
after playing that auditorium game i wanted to make my own.

im not really good with graphics, but can make a physics system clone of auditoruim in about day.

so if anyone is interested in doing this with me let me know.

Re: phyzills [need developers]

Posted: Wed Nov 26, 2008 9:58 pm
by Arce
I'm a much interested spectator.

Some of the physics looked intense. Can't wait to see the result.

Normally I may call BS on "having it done in about a day"...But you're more than capable. ;P

Re: phyzills [need developers]

Posted: Thu Nov 27, 2008 3:35 am
by cypher1554R
In Flash or..?

Re: phyzills [need developers]

Posted: Thu Nov 27, 2008 3:54 am
by M_D_K
If its not flash or using DirectX for rendering, I'm in. What do you need done?

Re: phyzills [need developers]

Posted: Thu Nov 27, 2008 10:26 am
by avansc
flash, ugh, no. just GL i guess.

and the physics i saw in there was minimal at best.
some vector fields. ie, apply force to particle up, down, left right. (that games has no collision between particles)
some aries that change attributes of the particle, ie color.
some vector fields that attract.

i think it would cool to have a aria that changed the charge of the particle, ie. if the vector field says go let it will go right.

any other ideas will help.

i dont really care what graphics api or engine we use.
im just going to do the data structures and physics, and game engine
so if someone is good with a 2D API that would be great.

Re: phyzills [need developers]

Posted: Thu Nov 27, 2008 3:07 pm
by cypher1554R
avansc wrote:flash, ugh, no. just GL i guess.

and the physics i saw in there was minimal at best.
some vector fields. ie, apply force to particle up, down, left right. (that games has no collision between particles)
some aries that change attributes of the particle, ie color.
some vector fields that attract.

i think it would cool to have a aria that changed the charge of the particle, ie. if the vector field says go let it will go right.

any other ideas will help.

i dont really care what graphics api or engine we use.
im just going to do the data structures and physics, and game engine
so if someone is good with a 2D API that would be great.
That's actually real easy. The color changing area is a circle..

Code: Select all

#define C_RED 0
#define C_GREEN 1
#define C_YELLOW 2

struct Particle {
	float x, y;
	int color;
};

struct ColorField {
	float x, y, radius;
	int color;
};

bool isParticleInsideField(Particle &p, ColorField &cf)
{
	float squareDist = pow((p.x - cf.x), 2) + pow((p.y - cf.y), 2);
	if(squareDist < pow(cf.radius, 2))
		return true;
	else
		return false;
}
Then in display func. you check if it's inside. If so, give the field's color to particle.

I think I might actually be able to do this in OpenGL.. I need to take my mind off things happening anyway..

Crap.. I feel sick.. My stomach spinning.. Did anyone see that "Nibiru" shit..? About near pass catastrophe..?
Think I'm gonna throw up..

Re: phyzills [need developers]

Posted: Fri Nov 28, 2008 11:28 am
by cypher1554R
Although my graphics card doesn't support newer shaders and I'm not really familiar with GL HLSL, I'd have some problems there..

Re: phyzills [need developers]

Posted: Sat Nov 29, 2008 8:46 pm
by dandymcgee
Cool, this will certainly be interesting.

Re: phyzills update

Posted: Sun Nov 30, 2008 1:40 pm
by avansc
i have decided to go with SDL on this one.

i decided to go solo on this one.
the planning is complete, and i suspect that i will have a working demo at the end of the week. at least i hope so.
the source will be freely available at http://www.codeplex.com/phyzilz at that time.

Re: phyzills update

Posted: Sun Nov 30, 2008 10:16 pm
by avansc
i got a bunch done today.
i think i will probably just make a proof of concept version and then release it and hope someone
likes it enough to make some levels.

its probably 85% completed.

Image

Re: phyzills update

Posted: Mon Dec 01, 2008 9:25 am
by Falco Girgis
Damn. avansc works fast and doesn't screw around.

Re: phyzills update

Posted: Mon Dec 01, 2008 10:57 am
by M_D_K
Damn I wish I saw this update sooner, I dug up some old particle emitter code and started modifying it :)

But not to worry avansc is already way ahead of me. I guess its back to my game devving.

I wonder if I should try for a full 3D one seeing as a emitter was originally written for 3D :)

Re: phyzills update

Posted: Mon Dec 01, 2008 12:01 pm
by avansc
GyroVorbis wrote:Damn. avansc works fast and doesn't screw around.
unless its with your mom.

Re: phyzills update

Posted: Mon Dec 01, 2008 12:09 pm
by M_D_K
avansc wrote:
GyroVorbis wrote:Damn. avansc works fast and doesn't screw around.
unless its with your mom.
burn :lol:

Re: phyzills update

Posted: Mon Dec 01, 2008 1:00 pm
by avansc
i logged every hour i spent on this. the tally is 3:34.56

i wrote a rexx program that counts every second my VS is open.

its probably about as far as im gonna go with this. ive accomplised what i intended to do. if anyone wants the source let me know.

Image