View Full Version : solsim
hot off of making teli
me and another guy on yo-yo games (killerboy) are collaborating to make a
quick solar system simulation.
the idea,
you have a DOT that acts as the sun,
then you have a dot that acts as a planet, BUT unlike planet game,
you have materials that orbit the planet, like sand, or water,
or even an evolving cell!
my idia for a name is
SOLSIM
UberGimp
01-04-2009, 12:13 PM
http://i274.photobucket.com/albums/jj259/BeckyOneDay/cats/funny-pictures-kitten-shoe-loled.jpg
Yea.
Basicly.. you can't make it.
Farbror Fazer
01-04-2009, 12:26 PM
I'm with the gimp
And good work making 2 identical threads, exept the name
kotsoft
01-04-2009, 01:49 PM
although perhaps i spend too much time trying to learn about physics, i feel that you do exactly the opposite. i really think that if people want to make physics games, you might actually have to take a few months off of making "games" and just focus on physics for some time. you're focusing too much on the game right now and ironing out glitches that wouldn't be there if you had a more accurate physics engine to actually learn about physics. i'm not trying to say that there is a correct way to go through this but at least that's what i did. sometimes people wonder where my game polluted planet went, but i was only taking time off to perfect the physics engine, which is so important when you decide to categorize your game as a physics game. so i hope that when this game comes out, you aren't doing some really weird code to get everything to rotate around, as this is really a pretty simple n-body problem that has already been solved.
although perhaps i spend too much time trying to learn about physics, i feel that you do exactly the opposite. i really think that if people want to make physics games, you might actually have to take a few months off of making "games" and just focus on physics for some time. you're focusing too much on the game right now and ironing out glitches that wouldn't be there if you had a more accurate physics engine to actually learn about physics. i'm not trying to say that there is a correct way to go through this but at least that's what i did. sometimes people wonder where my game polluted planet went, but i was only taking time off to perfect the physics engine, which is so important when you decide to categorize your game as a physics game. so i hope that when this game comes out, you aren't doing some really weird code to get everything to rotate around, as this is really a pretty simple n-body problem that has already been solved.
i have the main infrastructure down,
i just have to work on it bit more to add some elements.
thanks for the advice, i should spend more time on the physics aspect :)
and i can make this game UberGimp,
just cause teli sucked does not mean all my games do,
most people liked bloxset and tfs
UberGimp
01-04-2009, 02:21 PM
Show me those people.
And i will show you your parents.
Show me those people.
And i will show you your parents.
COMMENTS FOR BLOXSET 4.0 :D
#4
10-06-2008, 10:19 PM
vrak
Junior Member
Join Date: Oct 2008
i love dis game
I Love It totality awesome yeah
Last edited by vrak : 10-06-2008 at 10:20 PM. Reason: D d dDDDDDDD
#6
10-06-2008, 10:42 PM
Drü-B
Senior Member
Join Date: Mar 2008
The yoyo-games plugin is amazing, DOGG.
just, btw.
Annnnd this is quite the interesting sandbox >.>
10-06-2008, 11:42 PM
RayzaB
Member
Join Date: Jul 2008
Location: I live in a dark little corner of the internet.
You get a cookie Lafe!
#10
10-07-2008, 06:05 AM
chao9111
Member
Join Date: Feb 2008
Location: In your window.
Wow, this is lots of fun, except for the fact that its laggy as hell
#11
10-07-2008, 10:40 AM
looseskrewz
Senior Member
Join Date: Apr 2007
Pretty cool man.
11-03-2008, 09:29 PM
Drü-B
Senior Member
Join Date: Mar 2008
now tfs
You're welcome.
I like it.
Especially for being a 2 1/2 hour work O__O
what now!
UberGimp
01-04-2009, 04:13 PM
You are more than welcome to prove me wrong.
Just took a look at bloxset 4.0 and it didnt make me change my mind.
Please convince me that this will actually be something.
You are more than welcome to prove me wrong.
Just took a look at bloxset 4.0 and it didnt make me change my mind.
Please convince me that this will actually be something.
ok,
posting now,
but the game is still very basic, 2 days in conception:
so set expectations accordingly:
k.
thanks anyways.
Farbror Fazer
01-04-2009, 05:00 PM
most people liked bloxset and tfs
Ok, so you just posted 5 people that liked the bloxset, did you show it to like 8 people in total?
And only one who said something about tfs, I don't think that's a majority
Ok, so you just posted 5 people that liked the bloxset, did you show it to like 8 people in total?
And only one who said something about tfs, I don't think that's a majority
13 total posts on bloxset and none of them say bad things about it,
just about the yyg instaplay plugin .
most things posted on tfs were neutral to good also
UberGimp
01-04-2009, 05:27 PM
Uhm. weren't you posting the game?
Uhm. weren't you posting the game?
http://www.yoyogames.com/games/show/66201
sry,
my connection cut out twice :D
UberGimp
01-04-2009, 06:47 PM
Well.
There's obviously a lot to fix yet.
seem like the elements use the same kind of "physics" as the water in teli.
which is bad...
I made a "planet" from grey stuff and water. Then i fired some lavastuff at it and it went beserk. had fire all over in a couple of seconds.
Edit: Holy shit! just put some cell in a waterplanet and the screen went green in seconds.
Well.
There's obviously a lot to fix yet.
seem like the elements use the same kind of "physics" as the water in teli.
which is bad...
I made a "planet" from grey stuff and water. Then i fired some lavastuff at it and it went beserk. had fire all over in a couple of seconds.
Edit: Holy shit! just put some cell in a waterplanet and the screen went green in seconds.
lol,
yea,
cell grows out of control sometimes,
i should add a growth limit to it
kotsoft
01-04-2009, 08:59 PM
yeah, there's definitely something wrong with the way you're simulating gravity in this one. i don't really see any acceleration. they just seem to move at a constant velocity towards the point. i think this might be helpful: http://en.wikipedia.org/wiki/Newton%27s_law_of_universal_gravitation
i really hope you look deeper into physics instead of scripting, because physics really is more versatile and you'll start getting all these cool emergent behaviors. another reason is that physics games are supposed to serve as a learning tool for some people. if some young kid plays a physics game that has something physically inaccurate and gets used to that behavior, something really bad may happen when he tries to reproduce the effect in the real world. so as physics game developers, our responsibility is high.
UberGimp
01-04-2009, 09:31 PM
yeah, there's definitely something wrong with the way you're simulating gravity in this one. i don't really see any acceleration. they just seem to move at a constant velocity towards the point. i think this might be helpful: http://en.wikipedia.org/wiki/Newton%27s_law_of_universal_gravitation
i really hope you look deeper into physics instead of scripting, because physics really is more versatile and you'll start getting all these cool emergent behaviors. another reason is that physics games are supposed to serve as a learning tool for some people. if some young kid plays a physics game that has something physically inaccurate and gets used to that behavior, something really bad may happen when he tries to reproduce the effect in the real world. so as physics game developers, our responsibility is high.
Listen to this guy lafe.
He knows what he's doing.
yeah, there's definitely something wrong with the way you're simulating gravity in this one. i don't really see any acceleration. they just seem to move at a constant velocity towards the point. i think this might be helpful: http://en.wikipedia.org/wiki/Newton%27s_law_of_universal_gravitation
i really hope you look deeper into physics instead of scripting, because physics really is more versatile and you'll start getting all these cool emergent behaviors. another reason is that physics games are supposed to serve as a learning tool for some people. if some young kid plays a physics game that has something physically inaccurate and gets used to that behavior, something really bad may happen when he tries to reproduce the effect in the real world. so as physics game developers, our responsibility is high.
yea,
i should put alot more time into the physics.
the truth is im only 14 and im still experimenting alot.
i should make them accelerate.
im actually really happy that you are even on this thread.
i could do it with an increasing var called grav?
kotsoft
01-05-2009, 01:23 AM
well, basically, you're going to have to do a nested loop so every step, each particle interacts with every other particle. basically to do that:
for (int i=0;i<numParticles;i++) {
for (int j=i+1;j<numParticles;j++) {
//note i'm starting j at i+1 so each pair only gets evaluated once
//the magnitude of the gravity force, as you can see on wikipedia is (G*m1*m2)/(r^2)
// the direction is can be found by normalizing the vector between the two particles
// i'm going to do it in two dimensions
vx = particles[j].x-particles[i].x;
vy = particles[j].y-particles[j].y;
// both the distance and the distance^2 are going to be used
distsq = vx*vx+vy*vy;
dist = sqrt(distsq);
//now we normalize the vector by dividing both components by the distance
dx = vx/dist;
dy = vy/dist;
// offtopic for vectors, you can scale a vector to any length by multiplying its components by targetLength/currentLength
//the acceleration of particle i and j
//since the force would be G*particles[i].mass*particles[j].mass/distsq and acceleration = force/mass, we add the following two things to the acceleration of the particle, which should be set to zero at the beginning of the timestep
ai += G*particles[j].mass/distsq;
aj -= G*particles[i].mass/distsq;
}
}
Farbror Fazer
01-05-2009, 12:33 PM
Yeah, I was JUST about to say that... seriously! :cool:
UberGimp
01-05-2009, 02:34 PM
Glad im not a gamedeveloper. :D
well, basically, you're going to have to do a nested loop so every step, each particle interacts with every other particle. basically to do that:
for (int i=0;i<numParticles;i++) {
for (int j=i+1;j<numParticles;j++) {
//note i'm starting j at i+1 so each pair only gets evaluated once
//the magnitude of the gravity force, as you can see on wikipedia is (G*m1*m2)/(r^2)
// the direction is can be found by normalizing the vector between the two particles
// i'm going to do it in two dimensions
vx = particles[j].x-particles[i].x;
vy = particles[j].y-particles[j].y;
// both the distance and the distance^2 are going to be used
distsq = vx*vx+vy*vy;
dist = sqrt(distsq);
//now we normalize the vector by dividing both components by the distance
dx = vx/dist;
dy = vy/dist;
// offtopic for vectors, you can scale a vector to any length by multiplying its components by targetLength/currentLength
//the acceleration of particle i and j
//since the force would be G*particles[i].mass*particles[j].mass/distsq and acceleration = force/mass, we add the following two things to the acceleration of the particle, which should be set to zero at the beginning of the timestep
ai += G*particles[j].mass/distsq;
aj -= G*particles[i].mass/distsq;
}
}
though im doing this with gm,
i think i could do something along those lines
also, because this is collaborative im going to make an platform engine in my other spare time
kotsoft
01-06-2009, 08:28 PM
here's a link to a little gravity simulation demo i made along with the source:
Gravity (http://sites.google.com/site/kotsoft/sandbox/Gravity.zip?attredirects=0)
Source (http://sites.google.com/site/kotsoft/sandbox/GravitySource.zip?attredirects=0)
it doesn't really have any controls, the only thing you can really do with this demo is move the camera by dragging in the window.
this doesn't need xna or shaders or any of the other stuff you usually need for my games.
here's a link to a little gravity simulation demo i made along with the source:
Gravity (http://sites.google.com/site/kotsoft/sandbox/Gravity.zip?attredirects=0)
Source (http://sites.google.com/site/kotsoft/sandbox/GravitySource.zip?attredirects=0)
it doesn't really have any controls, the only thing you can really do with this demo is move the camera by dragging in the window.
this doesn't need xna or shaders or any of the other stuff you usually need for my games.
thanks kotsoft :)
sorry for not being active for so long.
i got spore.
SSOOO ADICTING
meow-muffin
01-10-2009, 04:08 AM
here's a link to a little gravity simulation demo i made along with the source:
Gravity (http://sites.google.com/site/kotsoft/sandbox/Gravity.zip?attredirects=0)
Source (http://sites.google.com/site/kotsoft/sandbox/GravitySource.zip?attredirects=0)
it doesn't really have any controls, the only thing you can really do with this demo is move the camera by dragging in the window.
this doesn't need xna or shaders or any of the other stuff you usually need for my games.
wow, that's a fast sim kot. Barely lags with 800 circles. Crazy how good you are with this stuff. :p
UberGimp
01-10-2009, 09:23 AM
thanks koatsoft :)
sorry for not being active for so long.
i got spore.
SSOOO ADICTING
Lol Spore sucked major ass imo.
It fun creating creatures and all..
but the gameplay is boring as hell.
realy?
imo
i like the gameplay innovations in the cell stage.
the animal stage is my favorite.
tribe and civilization are kind of boring.
but i like space age
geel9
01-13-2009, 12:23 AM
realy?
imo
i like the gameplay innovations in the cell stage.
the animal stage is my favorite.
tribe and civilization are kind of boring.
but i like space age
Animal stage?
killerboy666
01-13-2009, 07:26 AM
I'm with the gimp
And good work making 2 identical threads, exept the name
I'm sorry to say this, but... there's a copyright on our game you know.
Farbror Fazer
01-13-2009, 12:31 PM
I'm sorry to say this, but... there's a copyright on our game you know.
And what does that have to do with anything?
UberGimp
01-13-2009, 03:35 PM
I'm sorry to say this, but... there's a copyright on our game you know.
Ehm what..?
I'm sorry to say this, but... there's a copyright on our game you know.
not realy.
just talked to him:
he dident realize who kotsoft was: what he does: and that he was helping me not making a spinoff.
UberGimp
01-13-2009, 08:18 PM
not realy.
just talked to him:
he dident realize who kotsoft was: what he does: and that he was helping me not making a spinoff.
Don't use colon there. use a comma instead.
Colon : Comma ,
Don't use colon there. use a comma instead.
Colon : Comma ,
whoops, pressed wrong keys. :D
UberGimp
01-13-2009, 08:37 PM
whoops, pressed wrong keys. :D
So..
You accidently held shift down while you pressed the wrong button?
So..
You accidently held shift down while you pressed the wrong button?
maby... :rolleyes:
RayzaB
02-05-2009, 04:50 AM
*facepalm*
ShaggE
02-05-2009, 05:42 AM
I don't check this section nearly as often as I should, but I'll just leave it at this:
1. Quick reminder: On-topic applies here, too.
2. This is bordering on becoming a flame thread. Ease up on lafe, the fact that he's making physics games at all at 14 is impressive, nevermind that they aren't exactly high quality. I've been using computers longer than he's been alive, and I can barely make text adventures, let alone physics sims. Keep criticism constructive.
I don't check this section nearly as often as I should, but I'll just leave it at this:
1. Quick reminder: On-topic applies here, too.
2. This is bordering on becoming a flame thread. Ease up on lafe, the fact that he's making physics games at all at 14 is impressive, nevermind that they aren't exactly high quality. I've been using computers longer than he's been alive, and I can barely make text adventures, let alone physics sims. Keep criticism constructive.
thank you :)
also.
im attempting for universal gravty (its hard to do:confused:)
RayzaB
02-06-2009, 04:08 AM
thank you :)
also.
im attempting for universal gravty (its hard to do:confused:)
Coding is never exactly easy...
Coding is never exactly easy...
sorry if im necroing,
kotsoft taught me why, i had used wrong distance equation,
i had used: d(istance)= -(self.x-other.x-self.y-other.y)/4
when i needed d = (self.x - other.x)^2 + (self.y - other.y)^2
which is a proper set of vectors
geel9
04-06-2009, 02:06 AM
sorry if im necroing,
kotsoft taught me why, i had used wrong distance equation,
i had used: d(istance)= -(self.x-other.x-self.y-other.y)/4
when i needed d = (self.x - other.x)^2 + (self.y - other.y)^2
which is a proper set of vectors
Actually, you use construct, which means that physics are actually in there and you just set the parameters.
Drü-B
04-06-2009, 02:25 AM
O_o
Geel for the love of whatever the hell you love, stop it.
Just stop!
You don't have any idea what he's doing, if he's coding, if he's setting parameters, and I don't understand why you care if you think you're so much better than him!
Only people who aren't sure about their own position on the hierarchy will contest it when unchallenged. :/
Actually, you use construct, which means that physics are actually in there and you just set the parameters.
this was a game maker project
geel9
04-06-2009, 08:29 PM
this was a game maker project
Is there a demo available?
Is there a demo available?
first page,
i warn you though,
it sucked due to sevral glitches and the fact i never got the physics working correctly
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