Physics Games and AGS

Started by Stupot, Thu 09/12/2010 08:51:28

Previous topic - Next topic

Stupot

Sorry if I'm neglecting something, but I'm trying to think and  I can't recall there being much, if anything, in the way of 'physics games' on AGS.  Has anyone tried having a go at making one?  AGS is pretty powerful, I'm sure it could cope with some interesting physics-based puzzles (such This one I've been playing.
MAGGIES 2024
Voting is over  |  Play the games

Gilbert

I cannot think of one atm, but one problem is that AGS uses bitmapped graphics (as opposed to vector graphics of Flash) and so physics games may not look as good (there're usually effects such as sprite scaling, rotating and stretching, etc. that in general look better in a polycrapal or a vector setup).

Wonkyth

At one point Radiant was attempting to make an Incredible Machine clone in AGS, but for some reason - I forget why - he wasn't able to finish it.
"But with a ninja on your face, you live longer!"

Monsieur OUXX

I can't recall any names, but here are some leads for you :
- Someone made a rope's physics tech demo at some stage
- Someone (Radiant, I believe) developed a lot of vector-graphics-oriented code (espcially for the game vector vendetta)
- The "tween" module can be seen as a set of tools for interpolation, which comes very handy for physics.
- You can find a whole lot of "particule effect" modules, which are litterally toolboxes for gravity algorithms.

If you put all that together you can get something pretty powerful and already quite optimized.
 

Technocrat

Well, it's not a puzzle game, but 1st Drop has gravity involved!

Radiant

Yes, that was me on both accounts. Vector Vendetta is in my sig and is the first AGS game with zero sprites. Lenny the Labrat is a draft of an Incredible Machine clone, also on my website; it's primarily a proof of concept, and put on indefinite hold in favor of other projects.

m0ds

Some basic physics in Space Pool Alpha and Road Racer, surely? If collisions and bouncing count ;)

Ryan Timothy B

Nah, I completely cheated with Road Racer. Pretty much just an acceleration force and a deceleration force and rotation. :P

Igor Hardy

Quote from: Ryan Timothy on Sat 11/12/2010 03:42:12
Nah, I completely cheated with Road Racer.

Cheating should still count - maybe you just created a sci-fi alien world with different physics!

Ryan Timothy B

What I mean is they aren't realistic physics by any means. I faked it. There is no engine rpm speed, tire slip, side forces, etc etc.
I believe Stupot is looking for 'realistic' physics.

Wyz

Yet I can be done. You can use normal objects at give physics to them as is done with some of the platform games made with AGS.

But I have to agree with Gilbet about rotating sprites. If you wan't real physics things also need to roll, and the build in rotation function does not do anti-alias. But isn't there a module/plugin that gives a cleaner rotation?

Well it might be heavy on the CPU if you have a lot of sprites, but you could use some tricks, or use vector drawing. But I still have the feeling it can be done and have acceptable efficiency.
Life is like an adventure without the pixel hunts.

Calin Leafshade

doesnt the D3D ags engine rotate sprites nicely?

surely it filters them the same as it does when it scales.

Ryan Timothy B

You mean running the game with the Direct3D graphics driver?
I've rotated a few dynamic sprites before and tested if they use AA with D3D vs DirectDraw. It does not, I'm afraid.

SMF spam blocked by CleanTalk