I want to start with 2d games with physics, but not using BOX2D or other physics engines.
I want to make a game like Trial Bike or Hill Climb Racing, with a 2d bike and 2d terrain.
Where can I start? Are there any good tutorials online?
Is hard to make a basic 2d physics engine?
I'm using libGDX.
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Are there any motion-analysis algorithms to detect the difference between 2d face motion and 3d face motion?
I assume you are talking about a video.
You can extract 3d landmarks for each one of the frames in the video and then analyze the change in those 3d landmarks to get motion analysis of the face.
A simple way to extract the 3d landmarks is to use
https://github.com/1adrianb/face-alignment
So lets say your video as 1..i..N frames and you extracted 3d landmark LMK_i for each frame.
To analyze the motion between the frames you can find the 3d rigib body transformation between LMK_i and LMK_i+1. (example: python implementation of 3D rigid body translation and rotation
After you have the transformation you can extract from the matrix the rotation translation and scale.
Note the motion analysis assumes the camera is stationary and not moving. If the camera is also moving you need to add take into consideration this movement when you calculate the motion analysis
I buy some 2d vectors , backgrounds , enemies , heroes and platforms.
i make already a game for android with adobe cs5.5 but i have some lag and gravity issues.
So, i decide to make it again from the start using starling.
The way i draw my game is simple.I like to have my enemies , coins etc to the stage and not dynamically add them.
So , is there a good tutorial for me to explain gravity , hit collision with ground and enemies?
Also i would like to know if writing a code in timeline or in classes is better or its not a big deal if the code is good written.
Thanks!
I created mobile a 3D game using Apple's SceneKit framework. The game heavily depends on physics simulations. Because of that, the physics simulations must be identical across devices. The SceneKit fails to do that as I am experiencing completely different physics simulations across different devices. Because of that, I am looking for a new frameworks or engines to use. Before I dive deeply into libGDX.. How does libGXD handle physics? Will my 3d simulations look identical across devices? If not, what tools do you recommend to use to create identical 3D physics?
First off, due to floating point hardware differences, you will probably never achieve 100% identical physics simulations across different platforms.
Now, Libgdx doesn't have a built in physics engine, but instead has wrappers around the Box2D and the Bullet Physics libraries. Since SceneKit was designed with casual games in mind and cross-platform, deterministic physics probably wasn't considered a top priority, you probably will have better results using the Bullet Physics library.
I'm a newby, and I just started learning Libgdx and Box2d and creating game like hill climb racing. I created my car with the help of shapes and joints but I don't know how to attach graphics to it i used actors and sprites before for the sake of learning, but I don't know how to use it with Box2d boies. Any help is apprecieted!!
I want to create a game where you shoot a rocket into the ground (Sand) and it blows, and moves the sand to the sides...
Is it possible in Box2D? breakable little objects?
It's almost pixel perfect collusion detection.
Thanks!
Yes it's possible, but beware your performance is going to be pretty weak. See the following articles (sorry guys, I normally like to paste in code instead of just link but there is are too much of it).
http://www.emanueleferonato.com/2012/01/17/create-real-explosions-with-box2d-adding-textures/
http://www.emanueleferonato.com/2012/01/05/create-real-explosions-with-box2d-exploding-objects-and-setting-the-center-of-explosion-with-mouse-click/
http://www.emanueleferonato.com/2011/12/08/create-real-explosions-with-box2d/
As far as dirt flying out when the ground breaks, the dirt doesn't have to be physical, you can just fake that with some particle effects. (Lots of tutorials on those things here)
In box2d it's not possible to break an object other than to remove the old one and create many new objects. If you need almost pixel perfect collision detection you'd need lots of objects. A 100x100 square contains 10 000 pixels.
A year ago I created a physical simulation involving many small particle-like objects using box2d. You can find the video here. The number of objects you see there is close to maximum Alchemy version of box2d could handle. AS3 version failed with much less.
You should google how it was done in old-school games like Scorched Earth for example. Or it might be possible to "cut" sand particles in area of effect of your missile from box2d shape, create many small particles, simulate them and join back to main terrain shape. But it sound very complicated.