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Noob question #39283
01/15/05 08:54
01/15/05 08:54
Joined: Nov 2004
Posts: 832
United States, Utah
Braxton Offline OP
Developer
Braxton  Offline OP
Developer

Joined: Nov 2004
Posts: 832
United States, Utah
What is phisics and how can I use them and program them? Any help will be appriciated.


"The GREAT LAW: Life is and always will be justly ordered, and that all past experiences, good and bad, were the equitable out working of our evolving, yet unevolved selves" - As A Man Thinketh
Re: Noob question [Re: Braxton] #39284
01/15/05 10:06
01/15/05 10:06
Joined: Aug 2003
Posts: 378
Marion,N.C. USA
Whisper Offline
Senior Member
Whisper  Offline
Senior Member

Joined: Aug 2003
Posts: 378
Marion,N.C. USA
quote the manual:
GameStudio includes a physics subsystem, which allows for realistic motion of models. Currently it supports so-called rigid bodies, meaning that the 3d models will not deform during simulation or upon impact. Because this type of simulation is CPU intensive, the physics subsystem is disabled by default. When you wish to use it, you have to register physical entities and then enable them for simulation. This means you delegate exclusive motion control of these objects to GameStudio, as described below. When you no longer need a physical entity, you should unregister it or disable the physics system. While it may be tempting to simply register every object in your game as a physical entity we strongly advice against it because of performance reasons and stability. Whenever motion is simulated using physical approximations there is a risk of "explosions"; basically this means that your objects will do unexpected things such as falling through floors flying off at full speed or other nasty things. Reasonable effort has been put into the physics subsystem to prevent these explosions but with current technology a 100% failsafe method is not feasible. Despite all of these warnings simulated physics is a great way to spice up your game by allowing the player to immerse himself into this artificial environment doing new and unexpected things.

whith commerical version you can only have one phy. with pro you are not limited.there are demo's of the phy. on the download page with the car demo.

Re: Noob question [Re: Whisper] #39285
01/27/05 08:31
01/27/05 08:31
Joined: Nov 2004
Posts: 832
United States, Utah
Braxton Offline OP
Developer
Braxton  Offline OP
Developer

Joined: Nov 2004
Posts: 832
United States, Utah
Thanks, now how would I use phisics in my games?


"The GREAT LAW: Life is and always will be justly ordered, and that all past experiences, good and bad, were the equitable out working of our evolving, yet unevolved selves" - As A Man Thinketh
Re: Noob question [Re: Braxton] #39286
01/27/05 08:41
01/27/05 08:41
Joined: Aug 2004
Posts: 2,215
I
ISG Offline

Expert
ISG  Offline

Expert
I

Joined: Aug 2004
Posts: 2,215
This really depends on many things.

1) What type of game your making
2) How much you CAN use physics (Comm = 1; Pro = Unlimited)
3) Is it necessary for all things you think it is?

Think of this, and then decide.


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Re: Noob question [Re: ISG] #39287
01/28/05 15:00
01/28/05 15:00
Joined: Jan 2005
Posts: 134
chief Offline
Member
chief  Offline
Member

Joined: Jan 2005
Posts: 134
Quote:

This really depends on many things.

1) What type of game your making
2) How much you CAN use physics (Comm = 1; Pro = Unlimited)
3) Is it necessary for all things you think it is?

Think of this, and then decide.




Can't you have unlimited physics in any version if you use the Newton's Physics plugin?

chief


I'm with nobody.
Re: Noob question [Re: chief] #39288
01/28/05 15:22
01/28/05 15:22
Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
Ayrus Offline
Serious User
Ayrus  Offline
Serious User

Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
Quote:

Quote:

This really depends on many things.

1) What type of game your making
2) How much you CAN use physics (Comm = 1; Pro = Unlimited)
3) Is it necessary for all things you think it is?

Think of this, and then decide.




Can't you have unlimited physics in any version if you use the Newton's Physics plugin?

chief




Yup, with Newtons, you do not have a limit on the amount of physics objects.

Regards,
Ayrus


suprised my account is still active....
Re: Noob question [Re: Ayrus] #39289
01/28/05 20:49
01/28/05 20:49
Joined: Aug 2004
Posts: 2,215
I
ISG Offline

Expert
ISG  Offline

Expert
I

Joined: Aug 2004
Posts: 2,215
Ah Newtons is the exception. But from his post, post title, and post place I thought he was meaning A6 Physics Engine.

Braxton, use the search feature. There are countless threads on this and there are many great resources out there.


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