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Physics Engine Demo v2

rated 2.56 / 5 stars
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Credits & Info

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.

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.



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.



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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


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.


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.


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.

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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.