SamSuka
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MiniUpdate - Pendulums

So there's a reason this isn't often covered and when it is covered, it's usually highly specific or _not quite exactly_ what the searcher is after.

And that's because most games that feature a rope, rope swing, ninja rope, hook shot, etc: All do it differently and almost none of them do it with a consistent, physically-accurate model.

The gif above is me using a formula proven to be accurate for pendulums of a very, very small max angle. Much smaller than the angle it's actually using. But it gets the effect across. How this will translate into gameplay is a whole other matter. I've a few ideas but I need to see what's going to be best for the biggest audience.

I've been a bit distracted this week. Yesterday I drove a few hours down to the midlands due to a family member in the hospital. As much as I value transparency I don't really want to go too much into specifics on that, but what's important for you guys to know is that I'm Okayβ„’ but I will be losing a day or two here or there over the next couple of weeks. I'll always let you know as/when this stuff happens. But I'm hoping for the most part you won't even notice. =)

But regardless of that, this video is going to be more than a week of work just down to its complexity I'm afraid. I'm tackling new stuff and new maths and planning exactly how this tutorial will work best is proving tricky. But I'm feeling good about where it's going and excited to have not only a neat tutorial but another cool chunk of source code to plonk on my itch.io page at the end of it. 


MiniUpdate - Pendulums

Comments

I know is hard, rope physics in worms were awesome, and still no game after the first worms did it well enough for me.

Raeldor

Take your time m8. Things take time!β˜ΊοΈπŸ‘ŠπŸ»


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