A Hairy Ball [UPDATE w/source]

This forum is currently in read-only mode.
From the Asset Store
Enjoy the powerful simulation with accurate ball physics, build with realistic ball spinning animations
  • "It's so fluffy I'm gonna die!"

    <img src="http://dl.dropbox.com/u/1010927/Furnew.png">

    <img src="http://dl.dropbox.com/u/1010927/hairyball.png">

    I was bored, so I decided to make a physics-y furball in construct, that doesn't use physics because "that's overkill" it looks reasonably nice, runs quite fast with 2000 hairs (60fps v sync on this 1.8ghz dual core)

    It only uses the sprite object and the drag and drop behavior!

    [quote:19s0j2f1]http://dl.dropbox.com/u/1010927/HairyBall.exe

    Old Link

    New Link: http://dl.dropbox.com/u/1010927/FurTech.zip

    Z and X rotate

    Click'n drag the ball around. If you drag and "let go" while it's moving it'll continue moving a bit and bounce off walls if it gets to one.

    It's made with some simple pendulum math I modified to be angular "springs" and be acted upon by some vector crazyness for gravity and momentum.

    http://freespace.virgin.net/hugo.elias/ ... pendul.htm

    ^^^ what i used.

    It'd be interesting to see as some fluffy character in a game!

  • pretty awesome, not totally correct behavior. but still looks amazing when it springs back. how many sprites are there?

  • in this, 2000

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • [quote:112t6oli]not totally correct behavior

    Its all that hair creating extra drag.

    Also, thats 2000 sprite distort maps?

    So that would be like over 9000?

    Any way, thats pretty awesome, looks like a tribble.

  • Impressive stuff.

    Hmm... I wonder how much faster it would run as a behavior...

  • I'm guessing wayyyy faster, and newt, it doesn't really need to use distort maps, I only have them in this because i wanted to specify what colour the fur was with events and have control over tip/middle/base etc. colour, but using a graphic is the same and would look totally the same

  • Hmm, might try a corner filter for at least top and bottom.

  • Hmm, might try a corner filter for at least top and bottom.

    I didn't even realize those exist up until now

    About the unrealistic behavior, theres quite a few params that can be tweaked to get it more stiff or springy or wtv, i just left it really "drafty" because its funner to play with.

  • Updated: added controls for everything and colour, included 0.99.94 .cap

    if someone wants to try their hand at a plugin feel free! Sorry the .cap is messy.

  • Very cool little demo. Am I the only one to think this looks like a 'nad'

    Now there's a game idea - bouncing nads!

    * I need to lie down - too much xmas cheer methinks *

  • I was most impressed by the dials you used. Now I have to steal them :D

    Very cool!

  • In before hair plug.

  • Wow that's really quite amazing Quazi

    Now if only you named your objects and vars something descriptive instead of random letters

    Though I probably still wouldn't understand it...

  • yea, but short names save so much time when writing expressions!

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)