Hi there!
I'm working on a platform game in Flex. I'm not a physics/maths nerd, and building my own engine is thus out of question, that's why I played with Flixel these last two weeks. The thing is, while the gravity, acceleration and such are really well made in Flixel, they only work on a plane surface. I want my game to be set on different planets. Round ones. and the character would run around.
I've tested many things, but I'm not satisfied: this round-planet-thing is what makes my game original (apart from that, it's "yet another platformer".)
I then thought of this:
Using Flixel's physics, calculating x, y, acceleration, velocity, etc... WITHOUT displaying it. I would instead transform the coordinates given by the engine, to make everyting arc around my circle. I'm not sure if this will be easy or not, but it seems like standard trigonometry to me.
Schema:
(light colors = not displayed, but still calculated and processed in real time)
Am I doing it right?
tl;dr: 2d plane coordinates to 2d around-a-circle coordinates = yesyes or nono?