pinball physics - how?
BlitzMax Forums/BlitzMax Programming/pinball physics - how?
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just curious, fancied a little play with this, any idea how to make a pinball game in blitzmax? basically the ball would need to understand the concept of over and under also. |
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I don't want to over simplify things but I would assume the physics simulation would take place in a 3D world and the GFX would be presented as 2d, with some Z positioning of the sprite to ensure it did actually go under stuff. |
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That was my impression of it too. Now where's that much needed cross platform physics module...? |
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remember the old amiga pinball games? they used to be pretty cool im not sure you would even need much of an advanced phys system for such a thing (2d anyhow) pinball dreams etc (thou maybe my memory is clouded with only good memorys of such amiga stuff) |
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I have one already :) But I did not write it although I think I'm the only one with the source. Anyone got Cyanides email addy? |
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thats me ^ im part way to finishing a new faster uberer one actually, i will see if i can get that up in the next day or so. general @ deviousbytes.com or co.uk |
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I dont see why you need to dip into 3d, you only need to test a circle against varied surroundings. |
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for a really primitive flat pinball, yes. |
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ode is *real* good for stuff with spheres, and other geometric shapes, tri-mesh can be problematic, but is do-able, best of all it will handle surface friction, gravity and mass... |
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If I understand correctly the only wrapper widely available for ODE in Bmax is JV-ODE? Which, unfortunately, is windows only :<. |
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There is the official blitzmax module made by mark sibly, which is at 1.0, however I haven't a clue how to use it. |
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A good link from the GameDev : General collision detection for games using ellipsoids Just don't Make It Ellipsoidal. |
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@ alex o theres some free ode stuff on my site, also theres a free ogre wrapper floating round that uses ode... |