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Gmode Physics V0.50b - Gm 6/7/8 Support


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#61 FedenkoVadik

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Posted 08 June 2010 - 05:30 PM

Here my game on the physics to the ODE. :) Posted Image
But it is not enough versions 0.5. When leaves 2.0, and can give the reference to a beta the version?
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#62 Keth

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Posted 09 June 2010 - 01:29 PM

Here my game on the physics to the ODE. :) Posted Image
But it is not enough versions 0.5. When leaves 2.0, and can give the reference to a beta the version?


Reference? I'll release V2.0 whenever it will be in beta stage. I really want to focus on doing GMODE as part of the game engine. I wouldn't just call it physics library.
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#63 FedenkoVadik

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Posted 09 June 2010 - 06:54 PM

heh, I just really do not know much English, I live in Ukraine. And my game is ready probably today!
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#64 FedenkoVadik

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Posted 10 June 2010 - 02:32 PM

My game ...
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#65 dadio

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Posted 10 June 2010 - 03:02 PM

Yum!
Those liquid dynamics in the vids look *tasty!*... :)
I'm gonna hafta check this out...

ah..
no .gmk example of the fluids...
*suggestion* - make examples of those fluid settings a priority! (they're your main "selling point" imo)
Goodluck! :)

Edited by dadio, 10 June 2010 - 03:10 PM.

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#66 Mooseral

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Posted 29 June 2010 - 05:15 AM

How is progress on the multi-core support? I'm planning on beginning construction of a physics platformer this summer, but at the moment I'm waiting on a GMODE release as I intend on using it as the core of the engine.

I'm looking forward to having a look at what you've got done; even if the next versions aren't entirely polished, they should serve as an excellent jumping-off point for further development and provide a better set of guidelines for future usage than the current 0.50 release.
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#67 Keth

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Posted 29 June 2010 - 02:01 PM

How is progress on the multi-core support? I'm planning on beginning construction of a physics platformer this summer, but at the moment I'm waiting on a GMODE release as I intend on using it as the core of the engine.

I'm looking forward to having a look at what you've got done; even if the next versions aren't entirely polished, they should serve as an excellent jumping-off point for further development and provide a better set of guidelines for future usage than the current 0.50 release.


I can surely help you with the game just to do further testing and to see how you get on with GMODE.
Check your messages.
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#68 p4tr1ck

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Posted 11 July 2010 - 10:45 PM

Does this support changing gravity direction?
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#69 Keth

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Posted 11 July 2010 - 10:48 PM

Does this support changing gravity direction?


No it doesn't.
You can set gravity to 0 and then apply constant force to all dynamic bodies in direction of gravity you want. This will give the same effect.
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#70 p4tr1ck

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Posted 11 July 2010 - 11:33 PM


Does this support changing gravity direction?


No it doesn't.
You can set gravity to 0 and then apply constant force to all dynamic bodies in direction of gravity you want. This will give the same effect.

Thanks ;)
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#71 kirik

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Posted 02 August 2010 - 07:21 AM

Hello, your engine seems to be really good. Where I can find documentation for it?
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#72 regniwekim

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Posted 03 August 2010 - 03:58 AM

I'm having some problems with lag when trying to combine GMode with destructible terrain.

Here's the download for the .gmk. It also includes the GMode extension and the ODE DLL, because I posted in another section first.
http://www.mediafire...ain_physics.rar
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#73 darthjaiz

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Posted 04 August 2010 - 03:30 AM

Hi there, THis is a really nice Physics engine, The new improvements are really fast and promising. So far in my opinion, this is the best 2d physics in GM.
I've been playing around lately on version 0.5 and it is good even if it's incomplete. I can't wait to try the new version.

By the way, can it support dynamic trimesh for the next version? It seems that my game needs to create bodies with the exact shape of my sprite masks (objects shapes like plants, hand and star), I have to create multiple shapes and attach them to create 1 physics body. The easiest way for me is to create multiple lines and attach them to form my desired shapes. Thanks :D
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#74 Keth

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Posted 07 August 2010 - 01:08 PM

I'm having some problems with lag when trying to combine GMode with destructible terrain.

Here's the download for the .gmk. It also includes the GMode extension and the ODE DLL, because I posted in another section first.
http://www.mediafire.com/file/fw2bvw02kfz2t42/destructibleterrain_physics.rar


Thanks. I will take a look and figure out what could cause the lag.
Edit: http://www.mediafire...6gv6d7y5fjnf4i4
The lag issue is gone, you have forgot to remove the smallest pieces from the physics and it caused that you had 200+ bodies not visible on the screen. I have also optimized the physics a bit, you don't need it that much accurate, you care more about speed.
It doesn't lag any longer but it seems to be crashing. Does it crashes for you as well?
Oh, and I'm pretty sure the example will work at least twice faster with the newest GMODE V2.0.

Edited by Keth, 11 August 2010 - 04:19 AM.

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#75 MasterMind007

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Posted 25 August 2010 - 09:49 PM

How about a tutorial?
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#76 wackynano

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Posted 14 January 2012 - 04:44 PM

Hey! What happened? Why no news in so long?

I would like to be able to use GMODE for a project sometime, but I'll need the 2.0 for a couple reasons (mostly speed/number of objects). I of course also love the liquid physics examples - now those are exciting.

Perhaps I can serve as a little encouragement to finish? I looked at three different Game Maker physics engines to try to see what would work the best for me. GMphysics is too slow and has issues. Extreme Physics is stable and awesome, but is too complicated and I don't think I need quite that many different options. But GMODE, after the new release, will be fast, simple, stable, and probably just what I want. Good luck!

Edited by wackynano, 14 January 2012 - 05:44 PM.

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#77 NikaB

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Posted 23 January 2012 - 09:03 PM

<Delete This Post Sorry>

Edited by NikaB, 23 January 2012 - 09:06 PM.

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#78 rmedtx

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Posted 10 February 2012 - 02:51 PM

Hey! What happened? Why no news in so long?

I would like to be able to use GMODE for a project sometime, but I'll need the 2.0 for a couple reasons (mostly speed/number of objects). I of course also love the liquid physics examples - now those are exciting.

Perhaps I can serve as a little encouragement to finish? I looked at three different Game Maker physics engines to try to see what would work the best for me. GMphysics is too slow and has issues. Extreme Physics is stable and awesome, but is too complicated and I don't think I need quite that many different options. But GMODE, after the new release, will be fast, simple, stable, and probably just what I want. Good luck!



I agree with wackynano... I hope we can see it released soon I definitely would like to create a game using GMODE. Keep up the good work!
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#79 Cody Goodell

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Posted 11 March 2012 - 04:19 AM

i got an idea weather perhaps? just a thought :D

e.g snow(snow would float to the ground and pile up)
rain (make pudles / add more water)

Edited by Cody Goodell, 11 March 2012 - 04:21 AM.

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#80 Mr Game

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Posted 01 June 2012 - 05:22 PM

Is there a manual? Or at least a function list?
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