Softbody Physics+TBS Core

Posted by Evilish on Oct. 9, 2006, 2:42 a.m.

Two things gonna talk about in this post, first one is the (laws) I've come up with for softbody physics in GML and the second is what would be good idea's for a TBS Core.

Softbody physics for those who don't know, is physics used in games like Loco Roco(for PSP), where the 'bodys' of the characters can stretch and mould to fit into area's.

I've thought up rules to make sure this keeps happening.

1) Each vertex has force, this is the same as GML's 'speed' variable except force reacts differently to other vertex's force value.

2) The center mass(the objects position) also has a force value, and must always stay a certain distance away from each vertex, or else force will be added.

3) Each vertex must also stay a certain distance from each other, or else force will be added.

4) Whenever a vertex/body breaks the rules of distance, BOTH must attempt to fix the distance gap, if one cannot fully do it then the remaining distance that needs to be filled is passed onto the other vertex.

5) When vertex's break the distance rule from being too close to each other, force is added to both vertex's until the gap is widened again.

So I'm programming part of those, it's pretty shaky at the moment but it will be cool if I fully make it, may even provide a lot better physics then my current AckAck.

.:TBS Core:.

The joygasm in your dreams

TBS Core was, for quite a long time, only available to me, it's used as the Core programming of both Sub-Zero and AWO to provide all the happiness that is a Turn Based Strategy game.

Of course, now I'm finally making it compatible enough to go into anyones GM project. The standard rules are being changed so that the game operates more like FFTA then an Adv Wars game(aka each unit has unique stats, uploaded with the character creation scripts). As well as a possibly expansion for Isometric games(but only If I get a isometric spritist… simple as that).

And as for AI, yes, it'll include the new super AI I made for Sub-Zero(lol, I can add as many teams as I want to that game now… makes for some really boring times when I just watch 30 AI teams duke it out), so expect players to have a hard time beating the shit out of them.

That's all really to talk about today, I added the ruins to DF project, made a dll, and if anyone has an idea for TBS Core then be happy to suggest it, :P

Comments

melee-master 17 years, 6 months ago

Hmm… That will be really awesome if you get it working nicely.

Adventus 17 years, 6 months ago

Those rules are standard stuff its just implementing then without lagg which is the hard part. Anyway Good luck, almost every game could do with some soft body physics.

fprefect111 17 years, 6 months ago

It would be really awesome if you could get softbody physics working in GM, a loco roco fangame would be cool. :)

t3mp3st 17 years, 6 months ago

Both projects sound really interesting, especially the TBS core (I've been a fan of that genre forever, and I like the idea of seeing more made with GM)

Not sure what to suggest yet, as I haven't seen the WIP's. I don't get much time for sifting through WIP, but I'll have to look those two up.

Shork 17 years, 6 months ago

Those physics rules should work pretty well, but I'm not sure GM has the procesing power to make smooth soft bodies. You may have to severly limit the verteces in order to make a program that runs at an acceptable speed. But then again, I figure that you know GML a lot better than me, so you're a lot more likely to fix problems like that.