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I am very curious how the physics feel realy-wordly for the most part at the mathematical level. Are there existing algos that define the gravitational pull of
by pizzafeelsright 2y ago
I am very curious how the physics feel realy-wordly for the most part at the mathematical level. Are there existing algos that define the gravitational pull of the "Facts" spots or was there a lot of tweaking?
The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice.
- mrighele 2y ago> The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice. Well they say "A Marble Madness-inspired WebGL game" so there is not much choice about the rotation [1] [1] https://en.wikipedia.org/wiki/Marble_Madness https://en.wikipedia.org/wiki/Marble_Madness
- pizzafeelsright 2y agoLooking through the linked docs I see the physics frameworks. Of all the programming I find the 3D gaming to be the most complex and unattainable at my current knowledge or intelligence level.
- coldpie 2y agoThe NES Marble Madness port (and probably others) had a choice of control schemes, where the D-Pad is either mapped directly to the screen (Down is down) or mapped at a 45 degree angle (Down is down-right). I never could wrap my head around the latter, but I can see the benefit given the stage layout mostly uses 45 degree paths.
- egypturnash 2y agoThe second scheme works pretty well if you can turn the controller 45º. I never had an NES but I am pretty sure some of the isometric games I played on the c64 and Amiga had this as an option.
- franck 2y agoThe physics engine we are using is Rapier 3D which does a lot of the heavy lifting, even though we had to tweak a lot the physics properties of the ball and surfaces in order to get something that felt right. For hotspots specifically, we implemented the magnet-like effect with custom code (by applying a force that pushes the ball toward the center and slowing it down at the same time) as there is no attractor primitive in Rapier. The dual input is indeed a consequence of our isometric-view design choice, which I agree may not be the easiest way to control the ball. But the 45 degree angle just looks cooler in our opinion.
- munchler 2y agoFWIW, you can mentally remap the keys to partially eliminate dual input. E.g. Pressing down and right together as a single input moves the marble southeast. This considerably simplifies game play for me.