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#1 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2006
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Posts: 4,615
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![]() Nerds don't code in Flash. :bleh: Nerds do Fortran.
You don't need to detect collisions in this case, the bodies can't move freely. The equations describe their movement and their solution will simply yield the positions of all solids--of course compliant with the boundary conditions that were inserted in those same equations. __________________ This retro zombie fashion is getting old :P
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#2 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2005
Location: Nitra, Slovakia
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![]() in this case, the algorithm would be a real cpu killer, you can't code everything perfectly as it could be in real life
speaking about nerds, assembler ftw
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![]() Last edited by _r.u.s.s.; 28-01-2009 at 10:02 PM. |
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#3 | ||
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![]() No really, it isn't intensive at all, for that human body a 486 would be more than enough if coded in C for example. If you have for example 14 solids, in 2D that means 14x3=42 variables, after applying the boundary conditions you have only 42-26=16 variables. The kind of problems that can be solved with computers nowadays may have millions of variables.
http://upload.wikimedia.org/wikipedi...ualization.jpg It's not like in real life, it's an approximation, you define the precission with the method (first, second... order, etc.) and the step size (in time). Every instant you estimate the 16 position variables from their values one step before. http://upload.wikimedia.org/wikipedi..._rectangle.png Assembly is for programmers,
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#4 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2005
Location: Nitra, Slovakia
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![]() well human body is usually placed in a complex world so it can be called "game"
(i mean, except the sick examples tulac gave us)
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#5 | ||
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Location: Christchurch, New Zealand
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![]() Russ, go play Wrath of Earth and you'll see the raw power of Assembler.
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#7 | ||
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Location: Praha, Czech Republic
Posts: 3,273
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I have vestigial adventure elements |
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#8 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2008
Location: Gdansk, Poland
Posts: 586
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![]() Take the concept of Sokoban and wrap it into visuals from Cadaver and you get Grave Shift 1, a nice retro-styled, isometric tile game.
For fans of Transport Tycoon: http://www.freeonlinegames.com/rpg-g...ay-valley.html Last edited by RRS; 09-08-2009 at 03:00 AM. |
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![]() http://www.newgrounds.com/portal/view/498969 - Super Mario 63! Basically, it's a 2D version of Super Mario 64, with the FLUDD pack from Sunshine. It also comes with a nice level editor, and you can share and play other people's levels.
http://www.newgrounds.com/portal/view/301341 - The Fancy Pants Adventure! This platformer's a little bit like Sonic, what with its insane speed and such. It focuses more on physics and momentum, though, and it's a lot of fun. The sequel is even better. |
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#10 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2008
Location: Gdansk, Poland
Posts: 586
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![]() I always wanted a game about war trains:
http://www.miniclip.com/games/rails-of-war/en/ |
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