Tuesday, January 31, 2012

Java Physics Engine Demo


Below, you can find a demo of my physics engine. The engine is coded in java and its main architecture is based on Ian Millington's book, Game Physics Engine Development. Engine still contains some bugs on collision part. When a collision is being resolved, interpolation resolution is carried out a little carelessly. This results in rigid bodies being pushed into another rigid body while another interpolation is being resolved. Also when a round object hits a rectangle one right at its corner, the generated contact wouldn't have the proper contact normal.

Besides these two points, engine works pretty good (and pretty fast for a java program).



Thursday, January 26, 2012

marbles

video

This game was supposed to be a fireball throwing/destroying game. However as can be seen from the video, the collusion detection and resolution steps are heavily bugged. Therefore the game could not be developed properly. The velocity resolution cannot take restitution into account properly. This may be because of the axis alignment process to the contact normal, which is used to ease processing.

Trapezzen

This is a trapeze like game which a performer swings with trapezes and jumps at trampolines while s/he is trying to reach a finish point without falling down or bumping into obstacles to complete a game level. Swinging trapezes are simulated with collision like things using rope physics and trampolines are modeled as anchored springs. Performer is modeled as a rigid body of uniform rectangular box which is also used as bounding box of the performer. Collision detection and collision resolution is performed between bounding boxes, bounding spheres and planes using the physics engine implemented during this course.

video

Wednesday, January 25, 2012

Super Alien Boy

Super alien boy is a 2D fantasy action game where the player can create and use physics-based objects to beat hazardous puzzles. In a world of dungeons, objective is staying alive and reaching exit of dungeons.

Super alien boy, can create boxes from nothing and can throw ropes to walls and roof. Boxes are spring and ropes are cable in reality. There are holes and bullets which can kill player. Gravity effecting player and bullets.



Jumpy Dungeon

“Jumpy Dungeon” is a 2D, top-down, hack-and-slash game for iOS devices using their accelerometer capabilities. The game works on iOS platform using accelerometer results of the device to produce forces in the game. Cocos2D v1.0.1 will be used as a game engine. The game is developed using a Mac with Mac OS X v10.7.2 and the IDE is Xcode v4.2.
The acceleration of the device in 2D space (z direction is not considered) is directly applied to the warrior's mace. Since the mace is shackled to the middle point of the screen with a spring behavioral force, its movement radius is limited. According to the mace movement, the warrior also moves indirectly, because the chain of the mace behaves as cable. When the mace and one or more bullets are collided they perform an elastic collision.


Sunday, February 13, 2011

Cloth simulation in android

In cloth simulations using springs in cloth modeling is the most preferred way. Here is an application of cloth simulation developed on android. Also you can tear springs if you pull them enough. While programming in android you can use gravity sensors. In this application the cloth is also affected from the gravity but since I didn't know to change the gravity in the emulator I couldn't show it.

Pailard

This is my first game study in android. This is a billiards like game. You hit other balls and when you transform all of the balls you pass to next level. There is friction, balls get slower in time. You give an initial direction and velocity to the ball you control. When balls collide they react according to momentum rules.