AntonioR,I happen to have a well-underway, halted Java game engine that uses OpenGL + JBox2d (direct Box2D port for java). Called it Slayertech, then Slayrtech (to avoid Kerry King suing us ) and now just JPhysGear. Me and a bunch of friends were actually gonna make a game called Elemental Fury with it. Long story, sad story; we ended up splitting and didn't finish it. I now have the engine, my friend has the assets. Funny thing is: one of the IndieGoGo admins kept mailing us after we halted saying that it's a shame and that he really wanted to see the game being done. So apparently physics platformers are at least a bit demanded out there.Anyways, about Box2D: do you handle (n>5)-gons? I'm sure you already found that Box can't handle hexagons or greater, concaves, etc. If you want those, you'd need to triangulate or better, pentangulate (Bayazit decomposition method?), break it up into fixtures per body. I'm curious about how you're gonna/did approach that. Also, do you keep your units large (i.e. to pixel dimensions) or do you have a virtual metric system? Apparently Box2D gets jittery with large unit amounts.Nice work, btw.
Speaking of object size, I try to keep things realistic as possible. Player is the size of a normal human, so 1.8-2 meters tall. On screen he is around 80 pixels tall, that means I use a conversion where 40 pixels on screen is 1 meter in Box2D world. So, whenever I create new objects in Box2D world or get data from it I need to convert the values; pixels to meters, or meters to pixels by this factor. In the manual it says "Box2D has been tuned to work well with moving shapes between 0.1 and 10 meters. So this means objects between soup cans and buses in size should work well. Static shapes may be up to 50 meterslong without trouble." I may eventually increase the size of the player in the Box2D world because individual body parts are very close to that 0.1 meter limit. Maybe make him 3 meters tall, and use something like 1:30 ratio. I will try to test it more.
That is awesome!Sad how this video has less than 1000 views for all that work he put in. 5 seconds of youtube tits yields more views than a billion hours of coding does.
It's been a while since I posted any updates. I completely lost motivation and haven't made any progress lately. Last thing I worked on was a new particle system and I stopped working on it in March. I finally managed to force myself to work on it a bit and made a video showing the particle system itself:
Quote from: AntonioR on October 07, 2016, 01:54:14 PMIt's been a while since I posted any updates. I completely lost motivation and haven't made any progress lately. Last thing I worked on was a new particle system and I stopped working on it in March. I finally managed to force myself to work on it a bit and made a video showing the particle system itself:Really nice!How are you implementing the 'flashes' at the moment the fireworks explode? (Is it an effect that's separate from the particle system?)P.S. have you tried your hand at https://www.shadertoy.com/ ? From the looks of your particle video, seems like you could make some fun shaders.Regards,quadz
I heard about shadertoy, but I am not sure what it has to do with this. I am not using shaders for this, these are all just small textured quads, very basic, it doesn't work via shaders.