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Mike Bluerobin2
Not the best physics, but this will do :) Took a while to get it to this point. Anyone care?
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SıмΞоп SimeonW
AHH can I see the code You have no idea how long i've been wouking on my version of this What algorithm did you use Does each particle go by circle physics/collision? HOW How do you store the data? Is it 4 arrays (position x, y, velocity x,y)?
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SıмΞоп SimeonW
There's no way this is realtime Unless if you discovered some new data structure that uses the graphics as the data
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Nathaniel Rubixcube-solver
My answer is YES! I've been trying to make a physics game but failed many times. May I have the pin?
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Mike Bluerobin2
This isn't a proper physics engine. particles are stored as a 2D array with information about their active/idle state, position and vertical velocity. I still need to iron out some glitches but I hope to release soon! :)
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toxi toxibunny
OMG how big is the array? how many FPS?
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Shy Guy™ shyguy224
I tried to make something like this, but it ran at 1 fps. How is it so fast?
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Mike Bluerobin2
There is a limit of 200 active particles. Once a particle becomes inactive (nowhere to go), it permanently draws itself and the memory is freed for another particle.
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Mike Bluerobin2
It runs at 30 fps.
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Cris cmart592
hax.
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SıмΞоп SimeonW
interesting, I like the idea but it does seems like it could get really buggy, since pixels turn dead My approach was to split the screen into various sizes In one dimension a 2x2, then another dimension with 4x4 then 8x8... and so on And each cell is a boolean value, 1 if there are pixels in that cell and 0 if there are not With this kind of indexing, i'm expecting high performance, we'll see tho
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Mike Bluerobin2
I'm just using GSPOIT(). I only keep the moving pixels in an array. I'm also drawing to multiple GPAGES and copying them all to one at the end, so the active particles are drawn desperately from the main graphics.
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toxi toxibunny
nice work!
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