• Physics
    7 replies, posted
I learned the programming language that i'm working with and i'm dealing with the game development. But whenever i came across to the physics can't understand a thing. Can you please write down, which subjects i have to know ? would be much appreciated. sorry for my english.
Gravity and AABB collisions are the must know for 2D I guess :v:
[QUOTE=Perl;34466428]Gravity and AABB collisions are the must know for 2D I guess :v:[/QUOTE] Im trying to develop 2D games thank you for suggestion. Anything besides them ?
If you don't want to use bounding box, you can use per-pixel collision.
[QUOTE=C:\;34466587]If you don't want to use bounding box, you can use per-pixel collision.[/QUOTE] Terrible idea. I used per-pixel collisions (optimized pretty well, too) and my game started to slow down very quickly. For a few objects it works well, but 50+ and it just gets bad. Learn Circle-Circle collision, then AABB-AABB. Look into the [url=http://www.codezealot.org/archives/55]Separating Axis Theorem[/url] (this can be used for many different shapes). From there you can learn OBB-OBB [i]fairly[/i] easily. Don't get too caught up into physics. It's a very complex topic (coming from someone who has written a [url=http://wiki.unrealcreations.com/groups/darksunstudio/wiki/de302/Joshua_Brookover_Progress_Log.html]full 3D physics engine[/url]). I would suggest faking physics. Fake gravity, and collision response. Make it fun, not realistic. I'm at work right now (working hard as usual). Once I have more time I'll elaborate more on this topic. edit: Out of curiosity, which language / framework are you using, LuaGuy? (lua?)
You could do per-pixel if you quadtree-ify the images first. Of course, the problem with per-pixel is always getting surface normals. It could be done, though, if you calculate the gradient (of 1-bit alpha) and normalize it, I think.
[QUOTE=jalb;34467179]Terrible idea. I used per-pixel collisions (optimized pretty well, too) and my game started to slow down very quickly. For a few objects it works well, but 50+ and it just gets bad. Learn Circle-Circle collision, then AABB-AABB. Look into the [url=http://www.codezealot.org/archives/55]Separating Axis Theorem[/url] (this can be used for many different shapes). From there you can learn OBB-OBB [i]fairly[/i] easily. Don't get too caught up into physics. It's a very complex topic (coming from someone who has written a [url=http://wiki.unrealcreations.com/groups/darksunstudio/wiki/de302/Joshua_Brookover_Progress_Log.html]full 3D physics engine[/url]). I would suggest faking physics. Fake gravity, and collision response. Make it fun, not realistic. I'm at work right now (working hard as usual). Once I have more time I'll elaborate more on this topic. edit: Out of curiosity, which language / framework are you using, LuaGuy? (lua?)[/QUOTE] lua, love2d. i know c++ too but sdl is very complicated for me
[QUOTE=LuaGuy;34466476]Im trying to develop 2D games thank you for suggestion. Anything besides them ?[/QUOTE] Equations of motion. Forces. If you need some help with those just PM me and I'll try and find some time.
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