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Post by CRikhard^ω on Jun 6, 2017 2:50:22 GMT -5
hey you should do a video just reading this out-loud and showing the pictures
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Kouzeru
Stereo Madness
You can found me there: https://scratch.mit.edu/users/Kouzeru -- https://github.com/A-KouZ1
16 posts
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Post by Kouzeru on Jun 17, 2018 3:53:39 GMT -5
I got to bump this thread. I had to love this experiment, for what I've been planned. Reasonably, in Original Game, has been shown their motions through trails. But, for an exact implementation of how it is does, no such way to describe. I wished the game itself could be decompiled in such way, so I can see its workaround.
I had to expect that, in cube mode, normal speed, is determined through three connecting point that passed through by Quadratic function: which exactly passes (0,0), (1,4), and (-1,5). And with the note that its derivative won't pass its velocity boundary as |f'(x)|>13/5, as said. Its demonstration animated [reference] (velocity boundary excluded): Continuous ascending jump [reference]: Continuous descending jump [reference]: Continuous alternating jump [reference]: But it turns out unmatched by trials to match between determined equation to the game. [reference]I had nothing else to say, in my thought it was designed through special method (?) It has different velocity start between both jump (first and second) [reference]: With the note that the first one to second one will become closer as higher game latency (e.g. 1920 FPS) Air-jump which through yellow ring is close to jump function. And, bumper which is yellow jump pad used function which crosses (7,1) (I had to use f(x) 172x/60 - 9xx/20 to implement this) For ship mode mechanic, it is hard to glimpse since both ascending and descending had different rate: Still new, but hopefully someone could help to determine its formula? [I've had implemented these for this project.]
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Post by Deleted on Jun 17, 2018 10:15:34 GMT -5
i thought there was going to be a useless necro but HOLY HECK MY MATHEMATICAL MIND HAS BEEN EXPLODED BY THIS GREAT INNOVATION
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Post by KneeVan on Jun 17, 2018 11:03:24 GMT -5
Wow an actually good necro
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Post by Egida on Jun 17, 2018 12:09:50 GMT -5
I mean it would have been a good necro if not for the fact that the Google Translating makes it hard to understand.
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4,693 posts
Discord: lumpfriend
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Post by Lumpy on Jun 17, 2018 12:55:18 GMT -5
This is a cool start, but something feels off about the physics. It seems like it takes a little bit too long to start falling when you drop off of a ledge, and the jump arc even feels a little bit different?
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Post by Kerby Boi on Jun 17, 2018 13:26:23 GMT -5
hey thats pretty good
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Post by Deleted on Jun 17, 2018 18:31:29 GMT -5
now necro all the other parts
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Post by Deleted on Jun 17, 2018 19:32:29 GMT -5
Lol this is the most usefull necropost I've ever seen
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1,550 posts
Discord: redwhaley14
Clans: Dragon's Den,
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Favorite Level: Morphine by MistFix
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Post by RedWhaley14 on Jun 17, 2018 20:59:02 GMT -5
I see this thread and assumed its necro’d. I’m correct. But then I realize that I found literally the most helpful necropost ever, in both explaining complicated equations I needed to know and helping me bookmark this thread. And it’s all by a fairly new user too. Thank you so very much Kouzeru.
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Kouzeru
Stereo Madness
You can found me there: https://scratch.mit.edu/users/Kouzeru -- https://github.com/A-KouZ1
16 posts
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Post by Kouzeru on Jun 19, 2018 9:22:22 GMT -5
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Post by Egida on Jun 19, 2018 13:05:26 GMT -5
Kouzeru I don't think you should base your model on the editor's physics, since they differ from that of the actual game.
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Kouzeru
Stereo Madness
You can found me there: https://scratch.mit.edu/users/Kouzeru -- https://github.com/A-KouZ1
16 posts
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Post by Kouzeru on Jun 19, 2018 19:16:02 GMT -5
Kouzeru I don't think you should base your model on the editor's physics, since they differ from that of the actual game. I don't know if both physics (editor and main) had different implementation, and strongly I think there are slight difference for few cases, and cases which minor insight matches. Which is in both script the one is duplicated from another one and changed for a purpose (?).
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Post by thegrassguy on Jun 28, 2018 19:44:48 GMT -5
Yeah as you probably know from playing buggy auto levels, the physics in GD can change during different updates, on different platforms, or even in one attempt. Even in non-auto levels such as TIME MASHINE by -, sometimes the physics make it so that there is only a 2% chance of avoiding death.
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Kouzeru
Stereo Madness
You can found me there: https://scratch.mit.edu/users/Kouzeru -- https://github.com/A-KouZ1
16 posts
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Post by Kouzeru on Jul 3, 2018 8:43:37 GMT -5
Based on my experience for what I've assumed: The changes within version update is mostly bugfixes, an earlier levels which through the scope of earlier version. Physics calculation is will always depends on game latency, somehow in a few cases for example: Slope bug before update 2.1 for non-60 FPS monitor or mobile devices that doesn't cap at around 60 FPS causes lower start velocity when falling through slope (and some online levels may uses this scope). Although by those issues, it has zero matter for me to develope my Geometry Dash clone (that shared for Scratch Community) which its physics were based on it (Original Geometry Dash). They're (bugs) is minor, and mostly I wanted to do what it does in reasonable precision.
This is just a showcase which is have been developed more:
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