Author Topic: Gravity  (Read 1695 times)

Offline The Undead

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Gravity
« on: June 26, 2008, 04:12:51 PM »
Quote from: ujax;238614

ame - Gravity

Creator - pokoto

Version - v0.1 [alpha]

Compatibility - 30/4/8/80

Description - Very alpha tech demo to stake out my claim in the current development frenzy. The game showcases physically accurate point-point gravity. Future plans are for a golf-like game, or some other wacky use of physics, along with a more robust sandbox mode.

Instructions - There are two modes. Press Play to switch between them. In the Move mode, use the Touchpad or DPad to apply a force to the ball, and press the Touchpad to slow the ball. In the Edit mode, use the Touchpad or DPad to move the cursor around. Press the Touchpad once to begin creating a gravity circle, then drag to the desired size (and proportional mass), and then press again to create it. Once you have created three gravity circles, the current maximum, press the Touchpad once more to clear them all.

Download URL - Please do not distribute this URLI will upload screenshots as soon as I get ribbon trails programmed in and enable PC controls. On an unrelated note, if anyone could give me a tip in the right direction on programming ribbon trails...

TODO -
Ribbon trails
Fix crappy gravity orb resizing
Menu Screen
Per Pixel collision

I'm looking for help tweaking my constants. Currently the gravity behaves physically correct, but the constants (mass,etc) aren't quite enjoyable. So if you have any suggestions in increasing orbit tendency and decreasing the tendency for the ball to get stuck, please let me know.

Also, why doesn't XNA have vector drawing methods (DrawRect, DrawCircle, DrawLine, etc.)? That seems like a huge and basic feature that Microsoft is just ignoring.

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