verlet max polygon physics

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
613 views
Loading...
Alert icon
Sign in or sign up now!
Alert icon
Ratings have been disabled for this video.

Uploaded by on Aug 15, 2010

dowload here

http://naillproductions.synthasite.com/resources/stacking.zip

well this is a long awaited moment for me. the moment I dont have to do any more polygon physics maths! I generally like physics maths when it comes to particle based simulations but polygons were necessary for a few game ideas had and they are finally out of the way. It looks pretty nice too. Also to simplify things and allow for concave shapes and more flexibility the polygon edges are 6 pixels thick. The next major milestone will be a fluid engine to go along with it.

Link to this comment:

Share to:

Uploader Comments (natethegreatBlitzMax)

  • Have you seen this article:

    wwwgamedevnet/reference/progra­­mming/features/verletPhys/def­a­ult.asp (with .s' in the right place)

    it looks like that might be exactly what you're doing but it might help. I was able to do some super speedy collisions using code based off that article. Total BS from a physics standpoint tho.

  • @DKM101 actually yeah I have seen that paper and thats the first thing I tried. It worked ok but I tested out some more methods and I think this one works best. Thanks for the suggestion though.

see all

All Comments (6)

Sign In or Sign Up now to post a comment!
  • Nice ;)

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more