Adventure Game Studio

Community => General Discussion => Topic started by: Stupot on Thu 09/12/2010 08:51:28

Title: Physics Games and AGS
Post by: Stupot on Thu 09/12/2010 08:51:28
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 (http://www.kongregate.com/games/TheGameHomepage/red-remover).
Title: Re: Physics Games and AGS
Post by: Gilbert on Thu 09/12/2010 08:57:42
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).
Title: Re: Physics Games and AGS
Post by: Wonkyth on Thu 09/12/2010 10:39:07
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.
Title: Re: Physics Games and AGS
Post by: Monsieur OUXX on Thu 09/12/2010 10:55:43
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.
Title: Re: Physics Games and AGS
Post by: Technocrat on Fri 10/12/2010 12:13:57
Well, it's not a puzzle game, but 1st Drop (http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1291) has gravity involved!
Title: Re: Physics Games and AGS
Post by: Radiant on Fri 10/12/2010 23:54:08
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.
Title: Re: Physics Games and AGS
Post by: on Sat 11/12/2010 03:12:51
Some basic physics in Space Pool Alpha and Road Racer, surely? If collisions and bouncing count ;)
Title: Re: Physics Games and AGS
Post by: Ryan Timothy B on Sat 11/12/2010 03:42:12
Nah, I completely cheated with Road Racer. Pretty much just an acceleration force and a deceleration force and rotation. :P
Title: Re: Physics Games and AGS
Post by: Igor Hardy on Sat 11/12/2010 05:16:12
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!
Title: Re: Physics Games and AGS
Post by: Ryan Timothy B on Sat 11/12/2010 12:57:09
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.
Title: Re: Physics Games and AGS
Post by: Wyz on Sat 11/12/2010 15:42:26
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.
Title: Re: Physics Games and AGS
Post by: Calin Leafshade on Sun 12/12/2010 01:05:34
doesnt the D3D ags engine rotate sprites nicely?

surely it filters them the same as it does when it scales.
Title: Re: Physics Games and AGS
Post by: Ryan Timothy B on Sun 12/12/2010 01:55:54
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.