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TIGSource ForumsCommunityDevLogsPlanetoid Pioneers - built with a NEW engine: Crush2D
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Author Topic: Planetoid Pioneers - built with a NEW engine: Crush2D  (Read 23250 times)
Data
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« on: May 28, 2014, 01:18:20 AM »

Our next project after Cortex Command.

Good news: I'm not the main programmer this time around, so hopefully won't take another decade. However, there's already half that amount of time (4.5 years or so now) of codin' gone into the underlying physics solver and engine (called Crush2D) built from scratch (silly, I know):

Very early WIP locomotion testing:


Larger scale:


Early vehicle mounting testing:


Hoping to make controls a lot more fun and simpler than CC:




We've put a lot of effort into the completely in-engine editors and asset workflow:


The original inspiration:


Also this: http://androidarts.com/exile/exile-ish.htm

Will try to keep this thread up to date; also streamin' dev work on semi-regular basis here: http://www.twitch.tv/data01
« Last Edit: January 08, 2015, 06:25:11 AM by Data » Logged
Data
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« Reply #1 on: May 28, 2014, 01:34:38 AM »

Some concepts, from when this was still on track to be Cortex Command 2:
« Last Edit: May 29, 2014, 02:21:56 PM by Data » Logged
skittlefuck
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« Reply #2 on: May 28, 2014, 04:37:43 AM »

Man, that concept art is so incredible, no matter how many times I see it  Addicted

Looking forward to seeing how this will come along!
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« Reply #3 on: May 28, 2014, 05:08:25 AM »

looking lovely!
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Data
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« Reply #4 on: May 29, 2014, 02:08:11 PM »

In the future, medical technology enables people to live for hundreds of years... That causes a population boom, and eventually motivates many of the grumpy grand-gramps and grannies to leave the overcrowded Earth for new adventures and to simply get away from all them noisy kids. Empowered by on-site 3D printing tools and exoskeleton spacesuits to augment their waning physiques, this cranky, feisty, grizzled, badass bunch of Pioneers have a heck of a time Planetoid-hopping, staking claims and discovering the wonders of the...
FINAL FRONTIER!







« Last Edit: May 29, 2014, 03:30:53 PM by Data » Logged
joseph ¯\_(ツ)_/¯
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« Reply #5 on: May 29, 2014, 02:15:22 PM »

omg arne art. This is so exciting. loved cortex command and love everything I see here, eagerly awaiting more.
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Data
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« Reply #6 on: May 30, 2014, 06:08:23 AM »

Not all Arne art (the two last in previous post were by Jake "huntsman" Harold), and these are by Mathias Vera Toro:





Inspired by Dola the pirate mama from Miyazaki's Laputa Castle in the Sky:
(Epitomy of badass granny!!)



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« Reply #7 on: May 30, 2014, 06:46:14 AM »

A streamlined input would make a fantastic game like CC a lot better.
In general I feel like there aren't enough games out there with total destruction and crazy game physics, so this looks great.
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« Reply #8 on: May 30, 2014, 07:00:39 AM »

I think it's awesome you made the physics engine from scratch. You obviously enjoy low as well as high level programming. What in particular makes it stand out? Was there a problem you wanted to solve that wasn't done to your liking in other frameworks or was it just something interesting to you?
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« Reply #9 on: May 30, 2014, 10:44:37 AM »

Dola in a space suit...that's just awesome!!!
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Data
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« Reply #10 on: May 30, 2014, 09:09:31 PM »

I think it's awesome you made the physics engine from scratch. You obviously enjoy low as well as high level programming. What in particular makes it stand out? Was there a problem you wanted to solve that wasn't done to your liking in other frameworks or was it just something interesting to you?

We looked around, and realized there's not a lot of solid, 2D-specific physics engine options out there, and the best ones that are being used by everyone else (box2D - otherwise a great piece of tech, albeit getting dated by now) have some big limitations: They can't solve collisions with concave shapes without hacking them up into smaller convex shapes and pasting them together, and they don't offer dynamic fracturing or deformations when objects are hit. They also don't handle stacking of many small, light, arbitrarily-shaped objects well - especially if you then also plop a big heavy on top of it all.

We wanted those features for our new game, so we built Crush2D. It does all of the above quite well, and does it with speed and robustness too. It's become so solid that we don't really have to worry about the physics solver blowing up on us, and we can just focus on building cool stuff in it using the live, in-engine editors.

I think it was worth it:





After we "eat own own dog food" by making Planetoid Pioneers with this new engine, we intend to let anyone else use it (possibly for free) and license the tech if they make something commercial with it.
« Last Edit: May 31, 2014, 12:24:38 AM by Data » Logged
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« Reply #11 on: June 01, 2014, 04:35:51 AM »

Damn neat, and awesome physics as well. I didn't know there were still things to improve in that field in 2014 but indeed your in-game footage show that yes!
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Data
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« Reply #12 on: June 03, 2014, 09:44:12 AM »

Building the PINK HORROR this post-all-nighter mornin':
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« Reply #13 on: June 03, 2014, 11:33:53 AM »

OMG I AM SO GLAD THIS HAS A DEVLOG ON TIGSOURCE
I've been following this since the first blog post, and your initial concept art drove me crazy with how awesome it was
Also DAT PHYSICS ENGINE
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SolarLune
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« Reply #14 on: June 03, 2014, 01:18:03 PM »

Hey, this looks cool. Nice art, of course. That physics engine seems slick, too.
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« Reply #15 on: June 06, 2014, 01:16:43 AM »

Posting to follow. Nice to see some locomotion stuff, needs more limbs scrambling while you jetpack up slopes though. Been watching this one for ages, have a few debug builds around via Michal. Keen to see how it goes long term.
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Data
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« Reply #16 on: June 07, 2014, 06:48:46 AM »

Sup geti. How 'bout this:


automatic lil steps to keep his COG over his feet will go in the next 24 hours.
« Last Edit: June 07, 2014, 08:55:29 AM by Data » Logged
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« Reply #17 on: June 07, 2014, 06:54:08 AM »

Postin' for follow!  Toast Left Wizard
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Data
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« Reply #18 on: June 07, 2014, 08:35:29 AM »

Friction-triggered, material-driven particle effects between wheels and ground:


*screeetch*
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Data
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« Reply #19 on: June 07, 2014, 08:47:07 AM »

Jet, dust, lighting effects testing


gif doesn't do it justice, of course.. but you get the gist (g pronounced how?)
« Last Edit: June 07, 2014, 08:56:45 AM by Data » Logged
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