Even Game Maker Have Physics lib
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Yes even game maker have physics lib. Not created by the creator of game maker but from a person how use game maker....
Here is the link of the topic :
http://forums.gamemaker.nl/lofiversion/index.php?t141853.htmlAnd we still in Blitz Max without any physics.
Who said there won't be any physics?
There's really a 1001 ways to whine, isn't there?
Haramanai, what do you want? Physics in a not-done 3d module?
What I wand it's physics for 2d
Blitzmax is a programming language. Nobody is stopping you write physics code.
My B3D stuff has had verlet physics in it for years.
About this Verlet can you point me to a tutorial?
http://www.google.nl/search?hl=nl&q=verlet+physics+tutorial&btnG=Google+zoeken&meta=
An of course Blitz Max it's a programming language but it is suposed to be a language with Libs(Mods) to be easy to create games.
Well this is the reason I need a Physics Lib.
I thought you were active in a community project to create a Bmax 2D Physics module?
Yes I am in a way... You know Game programming and programming it's somethink new for me and if you see the progress of the Physics Module all the weight it's on Wave and Me.
Think about it.
Is it possible from me to be done somethink like that?
Did you contact Cyanide concerning Photon as suggested in another post?
You're both doing a splendid job on a difficult module.
If its new to you then play with simpler stuff than physics.
I didnt need physics to do a fun game.
[foamy]
Blablablablaa, blablablablaa, physics module. now.
[/foamy]
I know its cool. It took ages for blitz to get a decent one so be patient and a user will make max' one too. Since the one you talk of above was written by a user.
Max is less than a year old mate.
BTW.
Some think that somethink is spelt with a G. Innit. :P
You are maybe right...
Maybe I just have to say that I am out of the Community project or less active.
I have to say this to Wave.
Ok I am out.
Now it's time for me to create PUZLE GAMES , PACMAN CLONES , ASTEROIDS CLONES
and as the 3D Module will be out
I Will Make DOOM CLONES.
heh, Doom doesnt need a 3d module, not the first one at least.
You'll need to be pretty tallented to do it that way- or at least understand a bit about rasycasting :D
What's wrong with ODE all of a sudden?
It amazes me that your first experiment in programming was a physics lib! 10/10 for confidence!
ODE... Whats wrong with ODE?
It's writen for another language. (and 3d)
Nomen luni I cannot really discribe how much suffering was to understand what's going on. And I still don't many thinks.
tonyg: I just mailed Cyanide but I have only hotmail. I hope he will read my e-mail
OK. Let me say it more clear.
If you wand to create good games you must have some basic stuff.
That I can name are:
1. Physics
2. AI
3.Tools to make Levels
Today it's going to be a big day. I will not stop posting in this Forum until some people make there minds to join the team.
There are any number of fantastic game which don't feature 1 & 2 to any great degree.
For me, tools are part of the project. I don't usually make games that can be built with existing tools.
There's no easy way to make games. It's bloody hard work. There are no shortcuts.
You really don't have ANYTHING to complain about.
With an attitude like that, who wouldn't want to join the team?
John Pickford : yes it's to hard I am starting to realize it.
jhocking : You are right. I apologize.
Its to much if want this i want that.. buhu.. buhu..
Choices.
1.Buy an complete engine.
2.Start making the tools/engine etc..
Use the forums to share ideas,sources
3.Make the Game.
If you wand to create good games you must have some basic stuff.
That I can name are:
1. Physics
2. AI
3.Tools to make Levels
No. You need to step back before that and sort out the most basic tools. Talent and dedication.
Tools don't qualify you to make a good game. You could give me 3DMax and the best I could do with that would be to make a pretty shaded box. My greatest work in 3D to date has been a snowman and that took me hours to do. I have no talent for 3D at all. No matter how good the 3D tool the results are always the same...duff :)
Even if you had a physics plugin, I hope you understand its not a case of a command "physics on" and everything suddenly interacts according to real world physics. Physics takes a lot of time and understanding to setup correctly and if you're new to the whole programming experience then I'd really suggest doing something less ambitious to begin with.
Haramanai.
You just started, right? You have a LOT to learn. I've been doing it since i was 6, thats 17 years- yet i'm nowhere near the best programmer around here.
You'll need to play with things like pacman as you yourself said.
By the way
ODE was written *IN* another language.
It was already turned into an ODE module for MAX but because max is getting major updates due to its early age, it probrably wont work.
and its not written *for* 3d either, it can be used in 3D, and it supports 3D, but all it does is give you coordinates and angles, its up to you to do stuff with it. 2d or 3d.
What can you do with ODE to make it work 2D? Set all the Z values to 0....
But, youve a long way to go before you really can play with the above- you'll need to understand the basics, play around with stuff, get a sprite moving, etc etc.
Alienforce : I have to tell you that I abondoned my game for this project.
I gained some knowledge in the mean time and found some links with really good tutorials and articles.
I just reallized that I am not much for this project and also I may looked like that I can handle it. But I cannot.
This is the main reason I am saying all this thinks to make it clear that it's almost imposible to be finished this project if I have a big part of it.
How long you've been doing it has no bearing whatsoever on how good you are after a year, tops.
I'm still learning this far on. That was kind of the point of what i said :P
If anyone is doing this game dev lark thinking there'll come a time where they know everything, pick a new hobby! :)
There is no posible way to know everything in any topic.
As for the hobby to create games. Looks like that it gets fun after the main engine and the tools are ready.
As I keep saying, use the tools that are available. If a project really does need a physics library (and i've released over 100 products in my years programming and i've never even downloaded a physics library) then use a tool that has one.
Don't moan that what you want doesn't exist. You either use something that does exist, or make it yourself.
Personally I think physics libraries are just a way of slowing your project down because you cannot portalise third party object (in an OO sense) when you are relying on external engine code, I make all my engines in the 1 tool, so I integrate my physics by hand the old fashioned way and it makes for much faster end products.
If you need accurate real world physics then it makes sense to use a physics library - provided a physics library appears soon that takes into account chaos theory, the butterfly effect, and component fatigue - which none do.
In fact I find that games with physics libraries have a certain "feel" to them that makes them seem more like "generic game with a physics library" than a game with "realistic physics".
I guess I just accept that games don't do realism so I dont try... Maybe you're right.
Ok let's forget the physics Lib.
What about the build in Collision Engine of Blitz Max.
Is it enought to create a game that it's not boxed.
I am saying boxed because for moving objects If I am not wrong we have to use CollideRect.
I have seen dead people twitch faster than GameMaker bounces sprites around. Physics libs are nice, but rather useless in slow languages (can GameMaker even be considered a language?).
Kinda like creating a 3D game using Liberty BASIC and Truevision3D. The benefits of T3D would be outweighed by the negatives of Liberty BASIC.
I agree. There was a hiden reason for creating this topic with this name.
I agree with Becky. I'd use a physics lib only for very specific game ideas that rely mainly on physics.
Physics are very important in every game, that's true - if we're talking about just physics - not "real world physics".
In my game I made some physics for a vehicle, and well, maybe they're crappy, but they're unique and have a special touch - not the same feeling when you use a common lib, something like Becky says. I'd avoid using these libraries as much as possible if there's no real need for it.
By the way, this caught my attention:
Yes even game maker have physics lib. Not created by the creator of game maker but from a person how use game maker
Are you aware that there are tons of libraries out there not created by Mark or Skid that you can use in Blitzmax?
maybe not written for Blitzmax, but - bmax imports C, C++ code among others
Yeah he could probably use the same one Game Maker does, assuming it's not proprietary (ie like a Max module) and the license allows it.
OK. Let me say it more clear.
If you wand to create good games you must have some basic stuff.
That I can name are:
1. Physics
2. AI
3.Tools to make Levels
Would you like a "Make Half Life 2" instant button along with it?
OK. Let me say it more clear.
If you wand to create good games you must have some basic stuff.
That I can name are:
1. Physics
2. AI
3.Tools to make Levels
Well Tetris has no physics or AI and I am pretty sure there was no tool to make levels so I guess following your logic Tetris isnt a good game. Man I bet they wish they had thought about that before they made millions of dollars with it ;)
Tetris has physics: gravity! :P
Tetris is unique game idea how often do you think people have ideas like that.
And don't forget when Tetris where released.
Do you think that the same was going to happened If it was released this year?
And when I am saying tools I don't mean Tools created by BRL or anyone else but tools like inside development tools to create your maps your Game objects and place them in your levels. I also believe that the tools are almost all reade as the Max Gui it's ready.
Tetris isn't truly unique - the guy nicked the idea from a puzzle game where you have to fit the shapes into a box.
You should take a closer look at all the successful games that people have written using the Blitz language(s). Since when does you HAVE to have "physics, ai, and tools" to create your "good" game? Whatever "physics, ai, or tools" these games used, the developers more than likely wrote themselves.
Blitz is programming language, not a point and click tool like Game Maker. If you want 3D physics, level editor, model editor, game AI templates, and point 'n' click power, go shell out $900 for 3DGS.
Tetris has physics: gravity! :P
No acceleration so it's not gravity. :)
I also believe that the tools are almost all reade as the Max Gui it's ready.
What tools are almost ready?
Even Game Maker Have Physics lib
Better use Game Maker then. Cya round.
Yes even game maker have physics lib.
That does it for me.
I'm switching to GameMaker immediately...
Tetris has physics: gravity! :P
No acceleration so it's not gravity. :)
true, but still has physics. Very particular ones, though
Tetris's physics breaks constantly. teh tiles keep halting b4 hitting teh ground.
They're not breaking, they're just quantized =)
Tetris does not have physics. It just have smooth grid movement and 1d grid collision detection or not even collision detection but position detection.
I am glad because noone said that tetris have rigid bodies with maximum four boxies.
Tetris does not have physics.
Then, what force is causing the blocks to 'fall'? :)
And rest on each other? =]
Russian force. (no offense)
3.Tools to make Levels
Show me one level editor that includes at least a visual portalisation system, let alone the ability to tie in your AI, physics and multiplayer code into the portal system and then i'll agree with you.
Portalising your world is the most basic and fundamental technique and is essential for 3D game development if you want to achieve a high enough standard to satisfy modern players.
Using any of the current generic level editors is the first step to producing a mediocre game.
Banshee I am not talking about 3D where the complexity get's realy hight but for 2D.
Also I am not saying that the tools are going to be premade but are going to be made to suit the Game Engine of the planed game.
Looks like you have wide expirience in game programing and I luck of it so I am not sure If I had understanded what is portalisation system or portal system.
Can you give a hint?
A portal is where your program is able to process only that data which is rellevent to the player, I tie in all my physics and most of the AI into the visual portal so that stuff away from the player is not sapping CPU time.
Portals enable object re-use, by keeping the entity stack seperate from the object stack.
Another method is to use a simple form of neural network to process things further away from the player at a longer interval using a larger delta time.
If you manage to write an efficient portal system you can cram a lot more into your games. For example look at the foliage in my Dragonrage program, that's portalised flora (http://www.codersworkshop.com/viewshowcase.php?id=531)
Tetris has Toka rigid bodies with up to 4 boxes.