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878754 Posts in 32935 Topics- by 24344 Members - Latest Member: Distillx

May 22, 2013, 02:41:00 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)How to do complex 2d ball physics?
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ParticleGames
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« on: December 26, 2011, 07:16:44 PM »

Hello everybody! I am working on a 2D game where you control a ball that travels on a track. The track will be in the same perspective as a platformer. The track will have no specific shape. It will have slopes, straight lines, zigzags, etc. Can anyone point me in the right direction here? Specifically, what properties will I need to implement and are there any books/tutorials you could recommend to me? Thank you!
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J-Snake
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« Reply #1 on: December 26, 2011, 07:29:21 PM »

Do you mean something like this?
http://www.youtube.com/watch?v=TCq9AJbZl7U&feature=channel_video_title

I have implemented it some time ago. But it is nothing you can find in a book.
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ParticleGames
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« Reply #2 on: December 26, 2011, 07:41:14 PM »

That is partially what I mean. Have you ever played Super Monkey Ball? That is the type of physics I will need, except my game will be 2d in the perspective of that YouTube video.
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J-Snake
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« Reply #3 on: December 26, 2011, 08:17:35 PM »

Don't be afraid of physic-basics. Just grab a good mechanics-book and look up the ideal rules.
Approximate them and it should suffice if it is not supposed to be a hardcore-sim. 
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Netsu
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« Reply #4 on: December 27, 2011, 12:00:27 AM »

www.myphysicslab.com/

This is a great site that might help you. It has simulations for exactly the thing you need and an explanation on how they work.
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BorisTheBrave
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« Reply #5 on: December 27, 2011, 03:59:20 AM »

Just use Box2D or Chipmunk - 2d physics engines (you can also use 3d ones, they are just a little more complex). They will do the calculations for you, you just create the shapes and move them.
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ParticleGames
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« Reply #6 on: December 27, 2011, 12:34:38 PM »

Thanks for the advice everybody. That website looks very promising and I have already picked up a book. If worst comes to worst, I will use a physics engine.
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