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The 20 Line Challenge / My first 20 liner.. GraviSpheres

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Posted: 16th Nov 2004 07:04 Edited at: 16th Nov 2004 07:06
This is based on the physics "engine" used in GraviKill (see my WIP post)..

It weighs in at 19 lines, although most lines are stacked. I THINK I have kept within the rules here, please let me know if I havent!!

Anyway, THIS piece of code (ie these settings) give me 922+ FPS.

SETTINGS:
PLANETS: These are the attracting entities.. Currently set to 5..
ASTEROIDS: These are the flying green things. Currently set to 40
PLANET MASS: Currently set to 0.1.
ASTEROID MASS: Currently set to 0.001.
GRAVITY EFFECT: On the end of the line "Grav# = ASTEROIDMASS# * PLANETMASS# * (Dist#^2.0) * 0.1", the 0.1 represents the effect or power of the gravity field. It is sort of the speed of the simulation.
CAMERA ROTATION: Firstly, the code "inc angle#, frameTime# * 0.045" determines the speed of the camera rotation. Currently it is 45 degrees per second. Fortunately it is an easy formula.. 360 degrees per second is 0.360.. 90 per second is 0.09. If you cant guess the formula by that, its degree's per second divided by 1000
THEN, the positioning commands (for camera and light).. Change the factor for X Y and Z.. These are the radius on that axis. By default, the camera and light go +-100 in the X and Z axis and +-20 in the Y. The camera is always pointing at 0,0,0.

I think thats everything.. LET ME KNOW WHAT YOU THINK!!

[EDIT] Screeny attached...
[EDIT2] Screeny show!!

Attachments

Posted: 16th Nov 2004 10:07
For those interested - I tried this on 1000 asteroids. It dropped down to a steady 55fps. But is looked REEEEEEEAAAAALLLY cool

Posted: 16th Nov 2004 10:13
sweet! rating : 9/10 NOONE GETS A PERFECT 10!!!MUAHAHAHH!ah...you can have it 10/10

Posted: 16th Nov 2004 10:51 Edited at: 16th Nov 2004 10:54
Now i'm going to sleep a happy unemployed person

[EDIT]
A "happy unemployed person" with a new screeny of the 1000 asteroids

Attachments

Posted: 17th Nov 2004 01:01 Edited at: 18th Nov 2004 11:03
that is actually really cool!
now I want to do a 20 liner.
how is gravikill?
unemployment is good.

[EDIT] ooh ooh now i did it!
my own 20 liner,
20 line asteroids.
its a full game with progressively harder levels,
shield bonuses, particle effects, and it generates its own media.
http://forum.thegamecreators.com/?m=forum_view&t=42818&b=11

bob

Posted: 17th Nov 2004 01:36
Hehe.. Gravikill is on hold for a few days while I sort some stuff out.. Unemplyment is.. well.. uncannily like unemployment!! Lol..

Posted: 17th Nov 2004 02:56
Nick, that's really cool. Those asteroids look like insects, how about doing a swarm of something with a little ai?

-JerBil
Posted: 17th Nov 2004 04:46
hey, a very good one :p
the most interresting thing (for me) is that the asteroids and planets stay in the screen .. how did you do that ?
did you set their speed so that the total kinetic energy on each axes is null ?

"He will come...the voice from the outer world,
bringing the holy war, the Jihad, which will cleanse the Universe and bring us out of darkness."
Posted: 17th Nov 2004 09:57
@Gerbil.. AI? Its a 20 line demo showing gravity effects of object, dont think I could get any AI in there even if I knew what you meant

@Attreid: Cheers.. I did not such thing to keep them on the screen, in fact the often go off for me! Basically, I just tweaked the code so they all kept fairly close.. You could make the gravity do less, possible by making the planets mass less?

Posted: 18th Nov 2004 07:34
@Nick: Yeah, I know, it just looks like a swarm, and in another program, it might be useful...or not! Sorry...

-JerBil
Posted: 18th Nov 2004 07:52
Hehe no need to appologise!

I was slightly confused by what you meant.. But yes, it is quite swarm like.

I was playing with the code.. It could be possible to modify this so the "particles" have a speed when released (rather than starting from standstil).. And if there is only 1 attractor.. I think you might see where I'm going with this (particles.. attractor).. I think we might have ourself a little particle engine.. That does.. wierd.. non-particle like stuff..

Posted: 19th Nov 2004 12:18
That's excellent!! You didn't happen to do a remmed version, before I break it apart to study it, did you? I did something similar to this recently, although I had real problems balancing gravity with speed - either the satellites moved way too fast, or they went slow but got sucked into the planets. Your's works really nicely, though.

Posted: 19th Nov 2004 20:57 Edited at: 19th Nov 2004 20:57
This isn't remarked, but its easier to read. IT also has a few more features. By changing the value of "a#" near the top, you can change the blurring effect.

This is the version in the WIP forum.

Posted: 20th Nov 2004 10:04
Thanks Nick - that is easier to read!

Posted: 28th Nov 2004 07:33
Can you compile that, for us unfortunate DBC users?
Posted: 8th Dec 2004 09:07
Hmmm.... what's wrong with this code:

Quote: "I've seen the word programming and I'm not sure what it means. Anybody please explain?"

Quote: "We shouldn't sacrifice the truth to preserve "balance"."
Posted: 9th Dec 2004 03:45
Ok.. I'm not ENTIRELY sure what you're trying to do with the code here.. Lol.. BUT I have managed to modify you code to allow planet deletion by clicking on it.

I have remarked out the moving of the planets based on camera position as I'm not sure why you were doing that and I wanted to leave something for you to do Hehe..

Hope this helps!!

I'll try to get an EXE up for this asap.

Why wont it compile in DBC btw? I dont think i've used any unusual commands have I? (I dont use/have never used DBC)

Nick

PS: Cheers for all the nice comments

Posted: 21st Dec 2004 02:14
Version for the poor sods (me included) who're stuck with DBC:

Basically, you can't use the inc command on arrays in DBC, and 'Make Object Sphere' only has a radius argument, rather than X-radius, Y-radius and Z-radius or whatever it actually is.

Posted: 22nd Dec 2004 18:00
In DBP, the Sphere command in that form is:

Make Object Sphere ID, Radius, Rows, Columns

Or something like that.. Basically it how many times its split in the X and Y directions.