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Physics Engine Demo v2

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rated 2.56 / 5 stars
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Credits & Info

Uploaded
Jun 4, 2009 | 12:01 AM EDT

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Author Comments

This is version two of a physics toy built around a physics engine I built from the ground up in actionscript 3 (no Flash). I increased the speed and amount of bullets being shot, so don't shoot too many, or you'll crash your browser. I'm working on using my physics engine to create a CPU benchmark in flash.

Also included is the frames per second (in the upper-left corner). The fps doesn't start to really dip (starts at 30) until around 1000 objects. Number of bullets onscreen is upper-right corner.

Any words of advice for creating games around a physics engine like this is appreciated. I welcome your flaming too. Only proves the stupidity of the interwebs.

Controls/Tips:
Click around to fire bullets. Watch them bounce around the walls. If you hold it down for a while, and then watch, it is pretty mesmerizing.

And yes, my physics engine does fit into 7.7 KB.

Reviews


DJ-xTcDJ-xTc

Rated 5 / 5 stars

Well done engine

this is great, I couldnt get it to 1 fps =P and i went all the way to 4000 balls. I like the first one better because theres not that much lag. the new gauges are cool and a good idea. if you make a 3rd version you should add more colors or an animated backround so that it will look wierd when the balls bounce around xD.

10/10
5/5

~xTc~


People find this review helpful!

b0b3rtb0b3rt

Rated 4.5 / 5 stars

FPS Testing

Started averaging at 30 FPS. Stayed that way till around 650. At 750, went down to ~25 fps. At 800, it was about 23. 900 put it at 20/21 fps on average. Didn't test it past that. Put it collisions =D



CastleClockCastleClock

Rated 1 / 5 stars

If it does nothing, don't submit it.

It seems to be that all you do is click to spray extremely bouncy balls that aren't affected to gravity. I could make that.


jigajigajoo responds:

Ur right. go make it and prove me wrong.


WolfosWolfos

Rated 2 / 5 stars

performance issues

if you want it succesfull you shouldnt need a quad core cpu to play this!
I have intel core 2 duo x 2! it runs crysis with less lag than this!!!


jigajigajoo responds:

well, #1, flash = high-level = EPICMAJORFAILSOFOMGWTFROFLBBQWHY!?!
so cpu usage in general sucks balls. Flash is known among programmers as being incredibly inefficient compared to, say, java or c++.

#2 flash is known for NOT being multithreaded. so it only runs as fast as your first core. so quad/dual means nothing. if anything, quad runs slower (slower clock speed).

#3, i can play this on core 2 duo just fine.

for all that, i do appreciate your criticism. the whole point of my physics engine is to run quickly; if it is running slowly, that is Bad. im curious, however, how many objects u had on screen at once, and what the framerate was at that point.


MisterMadDogMisterMadDog

Rated 2.5 / 5 stars

Performance Issues

I don't know about action script but there's really some performance issues that need to be solved. Frame rate is starts fallin down when you create too much green things.


People find this review helpful!
jigajigajoo responds:

well. the performance seems to not go below 27ish on my 4.1ghz core 2 duo until around 1000 objects onscreen. so obviously if you're running this on a shitty computer (ie laptop) and much fewer objects will slow the swf down.

and fyi this is a *demo*. What i mean by that is that it's unlikely that i will ever have 800 objects onscreen at once (think about any game like that in recent memory). Again, using this as a CPU benchmark is an idea, measure the average fps, etc.