Hi.
A small demo of deformable terrain, based on bitmaps.
| Get the Video Plugins |
A bit more description here
http://thebackfiregames.wordpress.com/
Ohh ... and I have to say once again, that it is insane what Chipmunk can do.
A fast, easy to use, free, and community supported 2D game engine
Hi.
A small demo of deformable terrain, based on bitmaps.
| Get the Video Plugins |
A bit more description here
http://thebackfiregames.wordpress.com/
Ohh ... and I have to say once again, that it is insane what Chipmunk can do.
Sweet , thanks dude :)
Once i'm done with the million and a half projects i'm involved in, i'll definitely give that a couple hours to check it out :)
Looks good and thanks for sharing. Nice to see you using github as well now.
Wow, very impressive
Very interesting. Thank you for sharing.
But.... it looks like there is no longer github link to the source code. I missed it. Damn.
Really nice, looking forward to having a play with this one.
@Appicus
I had a couple of problems with the code, so I took it down for now.
I will put it back up within a few days.
;)
I got it , woot woot
It looks great!
This is really cool. Thanks for sharing this.
Looks really great.
I haven't looked at the actual code so perhaps you've already thought about this so ignore the following if you have. It would be cool if there was a nice easy toggle if you want to keep those inner areas with collidable edges. In the video when you close off some edges creating a "hole" the hole loses all of it's edges, I could definitely think of cases/games where that wouldn't be desirable. Anyway it's still awesome.
@pfg2209
Keep your money ready ;)
@gogokodo
The github code is disabled for now, because it was pretty slow on a device. I can not have that hanging on me :)
I have completed a new ultra-fast version ( which as always works fine on a 3G ), which includes caves and floating terrain, but as I wanted to comment it better, I have a few pending questions I need answered first. Maybe later tonight.
It looks great! I hope you'll be able to fix the issues quickly! :P
*curses over #&%€( github*
https://github.com/Birkemose/td
Finally got github to do as I wanted.
The new demo is much faster than the old one which used an openGL render surface to keep track of terrain data. glReadPixels is a huge no-go on iDevice.
This version uses a CGBitmapContext to keep track of terrain. It also implements tile cache, so all in all it runs fine on a 3G.
Using obj-chipmunk context sampler and tile cache isn't 100% trivial ( at least it wasn't for me ), so I have commented and described the demo as good as I could.
Now, where is my water?
Looking forward to seeing what this does.
Thanks for sharing Birkemose!
Aaaaaaaa, SICK!!!
Thanks a lot for sharing, now we all can easily make Worms-like games, that doesn't suck =)
p.s.
Don't blame github - it rocks! =P
I made a fork that renders the terrain by refreshing a CCTexture and draws it using alpha cut (and some other small changes).
https://github.com/slembcke/td
(Birkemose I sent you a pull request)
*2 months later*
10 new worms like cc2d games.
:)
Thanks for sharing, i'll definitely try to find something original to knock out some day with this base.
Thanks Birkemose, this is awesome work.
Sorry if this is a really noob question, but I haven't worked with chipmunk at all before... If I wanted to create a world larger than the iPhone screen (say twice as big), how would I go about doing so? I realize that I'll have to add pinch zoom / scroll support, but without spending many hours looking over your code, what would need to be changed to support different world sizes. Thanks so much!
UPDATE: Never mind, figured it out. Just had to make the 'terraindemo.png' image twice as big and change the position of the sprite from being hardcoded to size.width and size.height ('pgeTerrain.m' line 130). Now, any clues on how I might be able to add a texture to the terrain?
Dunno how I missed this, thanks birkemose! Really cool stuff!
@thaeez
The patch I sent draws the terrain as a solid color using alpha cut. You could render terrain with that in a couple ways:
1) Easy, but slow. Render the solid color, low res, alpha-cut terrain to the frame buffer first, then draw over it using destination alpha.
2) Hard, but fast on ES 1.1. Use multitexturing. Fixed function multi-texturing is a giant pain to set up.
3) Mostly easy, and fast on ES 2.0. Use a shader to do multi-texturing.
I think I can use this a bit in my new game. Thnx Birkemose for sharing!
^^ I will need 10% of your profit ...
Took a look at it again, what would be cool if you could tunnel through and the loose terrain pieces above would collapse down.
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