Custom Gravity instead Physics behavior for Cocoon

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Post » Fri Dec 13, 2013 2:46 pm

@LittleStain

What happens to the cubes when they fall, happens because of Physics behavior: the cubes fall in an irregular manner, sometimes spinning, hitting each other, when they are destroyed also move erratically. This causes the movement becomes more natural. One side has the problem behavior using more processing, the other I'll have to understand how to do a fake gravity movements. It is also doubtful whether after simulated, the issue of high CPU processing happening also with the simulation code.RenatoB2013-12-13 15:24:26
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Post » Fri Dec 13, 2013 3:24 pm

@ LittleStain

Could you give me some example code of how to simulate this irregular tumbling, changing angles resulting from collisions and also the issue of elasticity?
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Post » Fri Dec 13, 2013 4:04 pm

I'm sorry, but I can't.

The way you are talking about it is like you want everything physics does, but without physics. That will never work. Either you use physics and accept the low fps or you are going to have to accept some changes.

From what I've seen of your program physics shouldn't have this much effect on your fps. I haven't seen your code and or the way you have your objects set up, so I can't be sure, but I think it should be possible to get your game up and running with physics.

Otherwise you will have to decide what you will have to change to keep the game challenging without using physics. Some things can be faked, some can't. And some things that can be faked need a lot of tweaking before looking right.

I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Fri Dec 13, 2013 5:45 pm

@LittleStain

I understand. I also thought that 32 instances of a square object couldn't overload so much the app processing. I'll try to do some tests to reduce the FPS and experiment the bullet behavior. I'll appreciate if you have any more suggestions but anyway, thank you for all this clarification.RenatoB2013-12-13 17:45:50
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Post » Fri Dec 13, 2013 5:53 pm

in physics property are your square objects set to collision mask : bounding box?



I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Fri Dec 13, 2013 6:50 pm

[QUOTE=LittleStain] in physics property are your square objects set to collision mask : bounding box?[/QUOTE]

Yes.

I checked in debug mode that the game is with a rate of 60 FPS. That's a lot for an application isn't? RenatoB2013-12-13 18:52:55
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