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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsHow to make blob monsters (Blitzmax + Flash + glBasic)
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Author Topic: How to make blob monsters (Blitzmax + Flash + glBasic)  (Read 9223 times)
charlie
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« Reply #20 on: December 18, 2010, 03:08:43 PM »


Charlie: Very nice tutorial but I can't help but wonder how you handled collision checking.

As i recall, i just used rect collisions. I think i just placed rects in key places on each monster, i.e. one for each of the crabs claws, and a larger one for the body.

Cheers
Charlie
Ah that makes sense, also do you optimize your collisions i.e quad trees or regions or is it just brute force checks?

Brute force. Rect collisions are extremely quick! The speed bottleneck for Irukandji was rendering. Max2D (the built in blitzmax library) isn't really all that quick as it creates a new surface for each textured quad (or at least it did, it may have changed now!).  It's fast enough on most systems though, it even runs pretty well on my old laptop with Intel GMA graphics.

I probably would have been better off using the OpenGL based particle thing i've written for Scoregasm, but Irukandji was a very quick project (about 2 weeks), so i just kept things simple for myself.

Cheers
Charlie
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valis
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« Reply #21 on: December 29, 2010, 09:10:32 PM »

Had a chance to play with the code.  Great job and very interesting.  It reminds me a little of the Richard Dawkins biomorphs as well as a strange game/screensaver called Primordial Life, which is still out there (even though it came out in 1995) and is highly recommended due to simulated evolution.
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Nix
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« Reply #22 on: December 29, 2010, 11:28:35 PM »

This is very impressive.  Grin
I'll be looking through the code when I get a chance.
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InfiniteStateMachine
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« Reply #23 on: December 31, 2010, 11:24:18 PM »

It's funny, trig never connected for me in school but as soon as I started programming games, every lesson I learned in trig stuck with me. Food for thought Smiley

thanks for publishing this, I'm always looking to further my knowledge of trig, and doing it in a games context means I may actually absorb the data :D

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charlie
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« Reply #24 on: February 10, 2011, 02:57:48 PM »

The blob monster has now been ported to glBasic, by the super Bence Dobos! Link: http://www.glbasic.com/forum/index.php?topic=5702

Cheers
Charlie
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charlie
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« Reply #25 on: May 21, 2011, 12:51:33 PM »

I ported the Blob moster to the new Monkey programming language. Link is on this page: http://www.charliesgames.com/wordpress/?p=543

HTML5 canvas version is here (you'll need a recent version of Chrome, Firefox, IE9 or Safari to run it): http://www.charliesgames.com/monkey/MonkeyGame.html

I've also been working on a new game with some pretty new blob monsters. there's a demo here: http://www.charliesgames.com/wordpress/?p=583

Cheers
Charlie

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