How do I

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  • how can I make top down physics for games like pool or soccer.

  • Maybe adding the bullet behavior on the pool ball, bounce off objects, and deceleration

  • I have a pre-existing example that I could modify for you.

  • I have a pre-existing example that I could modify for you.

    ok thanks

  • Hopefully this is what you want, if you need extra, let me know:

    <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://dl.dropboxusercontent.com/u/589 ... ysics.capx

  • Hopefully this is what you want, if you need extra, let me know:

    <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://dl.dropboxusercontent.com/u/589 ... ysics.capx

    thanks id like to see more <img src="{SMILIES_PATH}/icon_e_ugeek.gif" alt=":ugeek:" title="Uber Geek">

  • Maybe adding the bullet behavior on the pool ball, bounce off objects, and deceleration

    thanks

  • No prob

  • maybe this will help you better Pool ball and cue with physics its not the best shape of it but it gives you the idea of what you are doing basically it depends on the physics settings you do for angular damping.

  • maybe this will help you better Pool ball and cue with physics its not the best shape of it but it gives you the idea of what you are doing basically it depends on the physics settings you do for angular damping.

    thanks I'm just more interested in the physics.

  • To turn physics into a top-down model don't you just need to turn off gravity?

  • To turn physics into a top-down model don't you just need to turn off gravity?

    maybe?

  • > To turn physics into a top-down model don't you just need to turn off gravity?

    >

    maybe?

    Informative!

    Ha, jk. I put it as a question to see if anyone disagrees. I believe I have done it in a project before, for a top down soccer game actually, and it seemed to work just fine for that purpose. Just if there is zero gravity you might have it increase some attributes to help slow down objects so they don't appear as floating (linear dampening?). I'm not confident though because it was a while ago and only played around with it for a couple of hours, so could get unrealistic looking under some circumstances I didn't encounter.

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  • That's pretty much how you'd do it using the physics behavior. Set gravity to 0 and use linear damping to slow the balls down over time. One complaint I've seen is the collisions can be spongy at times. You can improve that by setting the iterations up higher in the physics settings.

    You could use the bullet behavior instead but multiple balls bouncing off each other won't be handled well.

    A third way would be to do to custom made physics. This is the very advanced approach, but can yield more precise physics. The ultimate would be to impliment 3D physics for the balls.

  • >

    > > To turn physics into a top-down model don't you just need to turn off gravity?

    > >

    >

    > maybe?

    >

    Informative!

    Ha, jk. I put it as a question to see if anyone disagrees. I believe I have done it in a project before, for a top down soccer game actually, and it seemed to work just fine for that purpose. Just if there is zero gravity you might have it increase some attributes to help slow down objects so they don't appear as floating (linear dampening?). I'm not confident though because it was a while ago and only played around with it for a couple of hours, so could get unrealistic looking under some circumstances I didn't encounter.

    lol thanks

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