Original Post
// 8/17/04
in case you don't know, here's the latest version.
// 8/17/04
// Edited July 26, 2004
<br />
511 kb, self-extracting
Only options 3 and 4 work in the main menu.
Rest assured, there will be many more things that will be implemented in the coming week. In one week, it will be an actual game with better graphics, gameplay, life, bullet time, web slinging, web balls that freeze, matrix slow motion, etc...
Requires hardware acceleration, otherwise game will be laggy and choppy. Should not be a problem except for my friend who has a lousy 200 mhz windows 98 and gets 5 fps :)
// End of edit -- July 26, 2004
I don't know about Gish but I'm pretty sure it uses verlet integration also. In fact, just by making the constraints with very low rigidity, I was able to imitate Gish's movements -- even its jumping dynamic.
Everything is pretty stable now, except for dynamic line collisions. Despite this, it still works pretty well; particle collisions are complete, meaning that a particle with a velocity of say 200,000 would still be detected correctly. The only thing bugging me is when a line is moving too fast.
I have two versions: "Loose" version has the mentioned dynamic line problem, but has a feel much more suitable for games; "Heavy" version detects dynamic lines well (I haven't experienced any missed collisions with this version), however the line's movement is hindered when it collides with a particle (you'll have to see for yourself to understand what I mean).
NetDeath_6-4-04_Loose_Heavy_bin.zip ~243 kb
I'd like to use the Loose version and fix the collision detection (I simply test the current position, without thinking about its velocity). If Gish can do this, I'm sure there's a way (unless it uses Bouncer's way of connecting particles); I tried deriving a swept line procedure, but ended up with bad results. On the other hand, Heavy version subdivides along the line's velocity and when it finds a collision, simply sets the positions to the current subdivision. Both versions use basic impulse; the equations were taken from euclideanspace.
<SPAN CLASS=editedby>[edited by - kyc on June 5, 2004 3:14:23 AM]</SPAN>
[Edited by - kyc on August 17, 2004 1:33:43 PM]
<br />
511 kb, self-extracting
Only options 3 and 4 work in the main menu.
Rest assured, there will be many more things that will be implemented in the coming week. In one week, it will be an actual game with better graphics, gameplay, life, bullet time, web slinging, web balls that freeze, matrix slow motion, etc...
Requires hardware acceleration, otherwise game will be laggy and choppy. Should not be a problem except for my friend who has a lousy 200 mhz windows 98 and gets 5 fps :)
// End of edit -- July 26, 2004
I don't know about Gish but I'm pretty sure it uses verlet integration also. In fact, just by making the constraints with very low rigidity, I was able to imitate Gish's movements -- even its jumping dynamic.
Everything is pretty stable now, except for dynamic line collisions. Despite this, it still works pretty well; particle collisions are complete, meaning that a particle with a velocity of say 200,000 would still be detected correctly. The only thing bugging me is when a line is moving too fast.
I have two versions: "Loose" version has the mentioned dynamic line problem, but has a feel much more suitable for games; "Heavy" version detects dynamic lines well (I haven't experienced any missed collisions with this version), however the line's movement is hindered when it collides with a particle (you'll have to see for yourself to understand what I mean).
NetDeath_6-4-04_Loose_Heavy_bin.zip ~243 kb
I'd like to use the Loose version and fix the collision detection (I simply test the current position, without thinking about its velocity). If Gish can do this, I'm sure there's a way (unless it uses Bouncer's way of connecting particles); I tried deriving a swept line procedure, but ended up with bad results. On the other hand, Heavy version subdivides along the line's velocity and when it finds a collision, simply sets the positions to the current subdivision. Both versions use basic impulse; the equations were taken from euclideanspace.
<SPAN CLASS=editedby>[edited by - kyc on June 5, 2004 3:14:23 AM]</SPAN>
[Edited by - kyc on August 17, 2004 1:33:43 PM]
