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#1 |
I Identify as an Ewok
Join Date: Jul 2001
Location: North Lincolnshire
Age: 44
Posts: 2,355
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Just got thinking about this as I was bored. Would the Amiga have been able to handle a physics-based game like Angry Birds? Does it have the horse-power to calculate all the different dynamics in a game like Angry Birds? Maybe this is why we didn't see much in the way of 2D physics engines on the Amiga.
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#2 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 43
Posts: 17,789
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I think it's possible to make some simple Angry Birds style game with first person view with Vaxine engine:
[ Show youtube player ]
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#3 |
I Identify as an Ewok
Join Date: Jul 2001
Location: North Lincolnshire
Age: 44
Posts: 2,355
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No I mean 2D physics engine. I think the game for the Amiga which has one of the best developed 2D physics engines is Exile which makes good use of gravity and inertia, wind etc. Here is a funny video by some guy called Jim.
[ Show youtube player ] Its still not a patch on the Angry Birds type of physics engine. Is the Amiga just not up to it? |
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#4 | |
Registered User
Join Date: Mar 2012
Location: Norfolk, UK
Posts: 1,130
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Quote:
http://hol.abime.net/1054 http://hol.abime.net/1055 http://hol.abime.net/1059 http://hol.abime.net/1062 http://hol.abime.net/1972 (And Vaxine's engine gets into some quite complex stuff once the blobs start joining up.) |
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#5 |
I Identify as an Ewok
Join Date: Jul 2001
Location: North Lincolnshire
Age: 44
Posts: 2,355
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No you don't quite get it. Those games use basic newtonian physics. What I am talking about is basic 'rigid body' physics like in Angry Birds. For example in Angry Birds the birds themselves are able to interact with their surroundings, knocking over boxes etc and generally interacting with the scenery and being able to make other objects in the game move in a physically realistic manner. This is what a rigid-body physics engine is. Not a ball bouncing around the screen. Really all the pinball games are doing is calculating gravity and velocity with collision detection. There is no real rigid-body physics engine going on there. I guess those kinds of physics (as used in Angry Birds) are a bit beyond the Amiga.
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#6 |
TinkerTailorContentMaker
Join Date: Nov 2009
Location: Bedfordshire
Age: 45
Posts: 1,203
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Hmm, perhaps with a 68060 and a wire frame 3D physics engine? Might just be on the edge of plausibility....Using the 3D in a 2D manner of course.
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#7 |
Registered User
Join Date: Feb 2012
Location: United Kingdom
Posts: 3,092
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Vaxine did really well with the 3D objects, particularly with how smooth the gameplay was!
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#8 |
TinkerTailorContentMaker
Join Date: Nov 2009
Location: Bedfordshire
Age: 45
Posts: 1,203
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#9 |
Registered User
Join Date: Jan 2002
Location: Germany
Posts: 6,892
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The most time consuming part of an Amiga game is drawing the graphics. Calculating the object's speeds and positions is a minor task, if you know the formulas.
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#10 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 43
Posts: 17,789
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So maybe Worms engine is enough to make Angry Birds on Amiga.
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#11 | |
Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 4,354
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Quote:
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#12 |
MI clan prevails
Join Date: Jul 2010
Location: Belgrade, Serbia
Posts: 1,424
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#13 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,242
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Pinball physics is trivial, because there is only one moving object. Maybe 3 or 4 if there is a multiball mode but then they rarely interact with each other. Archer McClean's Pool/Snooker are better physics examples because there are many things moving at once and interacting with each other.
I haven't played Angry Birds but after watching a video it appears there are only two basic shapes: circles and rectangles. Individually these shouldn't pose a problem, but the complexity increases exponentially with the number of objects, and there seem to be quite a lot of objects moving at once. Perhaps a similar sort of game, but with simpler levels, could be possible. |
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#14 |
Targ Explorer
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Part of the challenge in Angry Birds is the fidelity of the gameplay. I doubt if the low resolution of native Amiga graphics could allowed for such depth.
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#15 |
Registered User
Join Date: Feb 2012
Location: United Kingdom
Posts: 3,092
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Graphics was never an issue... worms graphics is more than adequate for example. I think the worms engine could certainly provide the answers - it has the use of physics based on items being 'thrown' over but also the isolated distructive nature but how it would progress if it were to contact other 'sprites'.
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#16 |
I Identify as an Ewok
Join Date: Jul 2001
Location: North Lincolnshire
Age: 44
Posts: 2,355
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Interesting. I think 100% for sure an FPU would be required, as a decent physics engine requires the use of floating point math. So a stock A1200 wouldn't be able to run the game but maybe an 060 based A1200 with FPU. It just goes to show how times have changed and the power that is now encased in our little mobie phones.
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#17 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,242
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Worms engine is very simple by comparison. No rotation and the physics is certainly not very accurate, as solid as it feels when playing. Again, interactions between objects are the exception rather than the rule; interactions happen "at an instant", mostly objects are flying through free space, which is relatively trivial. Objects do not balance on top of each other. The terrain is essentially static. On Angry Birds the scenery is almost entirely composed out of moving objects in constant interactions with each other. This is a completely different kettle of fish. Do-able on a small scale, I suspect. I wouldn't try to write a clone of Angry Birds but a "physics game" along similar lines could work.
But the resolution of the graphics need not have any impact on the game play. I really do not understand this objection. Objects can be moved behind the scenes at any resolution, and I don't see anything in Angry Birds that relies in especially fine details, on the order of an Amiga's low-res pixel. |
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#18 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,242
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#19 |
I Identify as an Ewok
Join Date: Jul 2001
Location: North Lincolnshire
Age: 44
Posts: 2,355
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I mean if you want it to be as accurate as Angry Birds which certainly uses floating point math as that is just as quick (if not quicker) on modern mobile phones than fixed point math.
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#20 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,242
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Yes but the problem is not to make Angry Birds on a modern mobile phone; it is to make a physics-based game like Angry Birds on the Amiga. The fact is there is no need for it to be so accurate, so why fret over it?
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