Be a Supporter!

Credits & Info

Uploaded
Dec 29, 2008 | 4:02 PM EST

If you liked this, check these out!


Author Comments

This is not a game, and it is not really even a toy, either. It is not just a demo, though; it is a finished product of a generator which, like the physics engine that I made which powers it, could be used for many other things. If I was to put a name to the type of thing this is, I would say it's most like a tool or engine it itself.

There are first randomly generated points created using sin(). Ramps are then created from point to point, creating the appearance of a single curved line. The physics engine takes care of the rest.

This was written in AS3 and takes place on a single frame.

Reviews


DoodleDemonDoodleDemon

Rated 4 / 5 stars August 21, 2009

A good game you can make

Using this kind of thing, you can make a game. But instead of having the landscape pre made, we get to draw it ourselves in such a way that makes all of the balls roll into a designated area, such as a box or a hole.



ARROWZARROWZ

Rated 4.5 / 5 stars December 29, 2008

amazing for what it is

Great physics engine, but you need to turn it into a game before NG peeps will think anything of it.



lowoxygenlowoxygen

Rated 0 / 5 stars December 29, 2008

Balls on a line?

Let's just say, not entertaining or remotely interesting... just dull.

Keep up the good work, whatever that may be.



GetSnakeBitGetSnakeBit

Rated 4.5 / 5 stars December 29, 2008

Good start

Looks really neat. I've always been interested in physics engines and their roles in games or even A.I. Cheers.



killxpkillxp

Rated 4.5 / 5 stars December 29, 2008

Nice

I liked the physics behind this game/toy/tool/engine thing. Need to do more though for a good score on here though. I could be wrong though and you get great scores but this is just my opinion. By-the-way how do you get started in this kind of thing? Working with or creating a physics engine? Anyways, I thought it was good. Keep up the good work. Late.


People find this review helpful!
shaymus22 responds:

It's kind of hard to answer that question entirely, but as far as making an engine that I can scale and use for many different projects, the major breakthrough was this line of code:

include "engine.as";