# Physics gravity conundrum

### » Tue Sep 23, 2008 12:26 pm

[quote="QuaziGNRLnose":1x1tlc8b]that pm i sent you, i think it would be quite good for this dont you eh? i myself have thought of using it in THIS EXACT SAME WAY after seeing your thread.[/quote:1x1tlc8b]

HOLY CRAP that was awesome!
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### » Tue Sep 23, 2008 1:57 pm

[quote="deadeye":1esyilna]The gravity sim would have to be slowed down and made "looser" to get the floaty effect of cells in liquid though.[/quote:1esyilna]

The way to this would be, either to change the constant at the start of the set velocity equations, or to (increase that and) raise the power of the distance formula. So for example:

instead of the formula being a=Gm/r^2 it's a=Gm/r^3(or more) where G is a constant m is the mass of the sprite it's being attracted to and r is the distance.

The effect of this would be that when the sprites are far away the force is lower, and when they're closer the force is higher. In fact this is why what you were doing before was really weird, the force of attraction was actually higher when they were far away.

I was thinking more along the lines of gRAVTARDEROIDZZZZZZ... but yeah whatever

The other issue with it is it would be nice to have tons of asteroids, but this isn't feasible with it having a loop with (number of objects)^2 iterations, I'm sure something could be done to make this better, such as adding a "pick by distance<200" or something between the two loop conditions. Though this might cause other issues (like them not attracting far away )

One other thing I thought would be cool (and briefly tried, failing horribly) would be to somehow treat all the clumps as one object, then shove a big bubble or something on top of it, using mesh distortion to give it the shape. This is probably too insanely difficult though, I couldn't make it work out which clump was which at all.
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### » Tue Sep 23, 2008 8:01 pm

[quote="faggatron":19atn5sc]I was thinking more along the lines of gRAVTARDEROIDZZZZZZ[/quote:19atn5sc]
[url:19atn5sc]http://www.quotecats.com/what/gRAVTARDEROIDZZZZ.cap[/url:19atn5sc]
Nice and unplayable like the original.
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### » Tue Sep 23, 2008 11:30 pm

[quote="faggatron":3h1ll3rv][quote="faggatron":3h1ll3rv]I was thinking more along the lines of gRAVTARDEROIDZZZZZZ[/quote:3h1ll3rv]
[url:3h1ll3rv]http://www.quotecats.com/what/gRAVTARDEROIDZZZZ.cap[/url:3h1ll3rv]
Nice and unplayable like the original. [/quote:3h1ll3rv]

Crashes for me when I try to run it... loads in Construct fine but won't play. D:

~Sol
Tired of crappy file hosts that are crappy? Get DROPBOX - https://db.tt/uwjysXJF
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### » Wed Sep 24, 2008 3:33 pm

Thats weird it runs fine for me. maybe the plasma objects I made are doing something weird I dunno.
Screenshots, just because its quite pretty:
[url:23b45r51]http://www.quotecats.com/what/grav1.PNG[/url:23b45r51]
[url:23b45r51]http://www.quotecats.com/what/grav2.PNG[/url:23b45r51]
[url:23b45r51]http://www.quotecats.com/what/grav3.PNG[/url:23b45r51]
[url:23b45r51]http://www.quotecats.com/what/grav4.PNG[/url:23b45r51]

Combining with the quaziblob effect: [url:23b45r51]http://www.quotecats.com/what/fireblob.cap[/url:23b45r51]
(heh that effect's quickly becoming a cliche)
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### » Thu Sep 25, 2008 12:17 am

[quote="faggatron":2eio77vi]Thats weird it runs fine for me. maybe the plasma objects I made are doing something weird I dunno.
Screenshots, just because its quite pretty:
[url:2eio77vi]http://www.quotecats.com/what/grav1.PNG[/url:2eio77vi]
[url:2eio77vi]http://www.quotecats.com/what/grav2.PNG[/url:2eio77vi]
[url:2eio77vi]http://www.quotecats.com/what/grav3.PNG[/url:2eio77vi]
[url:2eio77vi]http://www.quotecats.com/what/grav4.PNG[/url:2eio77vi]

Combining with the quaziblob effect: [url:2eio77vi]http://www.quotecats.com/what/fireblob.cap[/url:2eio77vi]
(heh that effect's quickly becoming a cliche)[/quote:2eio77vi]

I can has EXE file plox?

~Sol
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