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Thread: New Fisix Demo - Blobs

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  1. #1
    Senior Member ozmic66's Avatar
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    New Fisix Demo - Blobs

    I dont like to flood this forum with publicity for the fisix engine, but I feel that this demo is pretty cool

    I've played gish many times and have tried to replicate the blobby type of creature many times in the past, and failed. After reading some threads on some forums today I found the solution... or at least it's getting close. Well, you can check it out over at:
    http://www.fisixengine.com/demos/demo7.html

    It's still a bit slow because of the blob rendering algo. Im using, but hopefully I'll find a better one that will speed it up in the future.

    Oz
    Pixelwave Flash-based iPhone framework
    iPhone Games: Flyloop | Freedom Run

    Twitter: Oztune

  2. #2
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    Wow nice work Ozmic i predict you done it with as3?? Can you use as1, or as2 to pull of this effect?? iv got flash 9 preview but i dont use it lol mostly because i dont want to learn it yet.

  3. #3
    Senior Member ozmic66's Avatar
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    Well, technically you code code it up in as1/2 and it would work, the only question in would it run at a decent speed..

    Right now, even with as3, the app lags a bit at times so I don't think anything less would hold up, although my algorithm could definitely be made more efficient
    Pixelwave Flash-based iPhone framework
    iPhone Games: Flyloop | Freedom Run

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  4. #4
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    I want to start as3 but the language seams way diffrent to as 1 or 2 to me.
    Do you make ur as 3 scripts up your self and do you know of any good game as3 tutorials??

  5. #5
    Senior Member ozmic66's Avatar
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    I started using as3.0 after having used Java for a good while, so learning it wasnt too much of a leap. But even so, AS3.0 isnt THAT much different from as2.

    In any case, the best resource I've found so far is the as2-as3 migration document (http://livedocs.macromedia.com/flex/...migration.html)

    Maybe go over this article to get familiar with the language, and of course, check out the AS3 forum over here and its resources sticky
    Pixelwave Flash-based iPhone framework
    iPhone Games: Flyloop | Freedom Run

    Twitter: Oztune

  6. #6
    Hey Timmy!!! walsher's Avatar
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    Very cool ozmic, wil you be using in anything?

  7. #7
    Senior Member ozmic66's Avatar
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    Well right now I don't have much time to make a real game using this, but perhaps my next project will feature some fun jello creatures
    Pixelwave Flash-based iPhone framework
    iPhone Games: Flyloop | Freedom Run

    Twitter: Oztune

  8. #8
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    Is the example still up? Nothing happens when it loads.

    Internet Explorer 6
    Flash Player 8

  9. #9
    Senior Member ozmic66's Avatar
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    no flash 9 yet?
    I used as3 so player 9 is required
    Pixelwave Flash-based iPhone framework
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  10. #10
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    Have not had a need to download player 9 ... until now.

    Blobs look great! So do your other demos.

    What gives the blobs the circular look at the max boundary points? ie the red blob looks like it could be built from three particles that have a larger than unit radius?

    Does your engine handle stacking? Would be curious to know what method you used considering the major performance issues you would need to address (ie the Flash player and AS3). It's hard enough squeezing out frames in C++ with all system resources at ones disposal.

  11. #11
    Senior Member ozmic66's Avatar
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    Stacking is actually very stable. That's mostly because I use the verlet method. i'll try to put together a demo to show that off
    Pixelwave Flash-based iPhone framework
    iPhone Games: Flyloop | Freedom Run

    Twitter: Oztune

  12. #12
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    I have read that a verlet integrator is particularly stable but you could implement resting contact in a number of ways. I was wondering what method you use, to solve resting contact ... particularly multiple simultaneous
    contact events? Is your contact resolution coupled to some form of CCD like SAT?

    I have been playing with a engine built from the ideas of Mirtich & Canny and others like Guendelman who use an impulse based approach to contact resolution. I think that a using a impulse response for colliding contact and a constraint based method for resting contact could provide a perfect combination. I don't know much at all about a constraint based approach to contact resolution.

    Any advice ... mistakes not to make ? I find that Flash presents it's own set of problems due to it's limited processing power and a lot of time can be wasted implementing concepts which will bring the Flash player to it's knees in micro-seconds.

    thanks in advance

  13. #13
    Senior Member ozmic66's Avatar
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    Actually I don't do anything special for resting contact. With fisix I decided to take a less accurate approach, simply projecting the objects out of the way, which is why it's a lot easier to solve collisions and it still looks good. The only problem with stacking is that if there are too many objects on top of each other they may penetrate, which can be fixed by raising the iterations of that part of the simulation
    Pixelwave Flash-based iPhone framework
    iPhone Games: Flyloop | Freedom Run

    Twitter: Oztune

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