Page 1 of 1

Game almost completed

Posted: Tue Sep 28, 2010 5:46 pm
by jbosch
Hi,

This is the "finished game", some idea about how to improve the physics?

http://www.youtube.com/watch?v=_76CCogv ... r_embedded

Re: Game almost completed

Posted: Tue Sep 28, 2010 6:07 pm
by Norbo
The only thing I really notice is that it feels like gravity is low or time is moving slowly. If gravity is already set to something that should be correct, you could verify that it's actually updating at the speed that you want.

One possibility is that the timestep is set to 1/60f, internal time stepping is off, and it's only being updated once per frame. On WP7, update is called every 1/30f by default. This would result in time moving at 50% speed. You could change the SimulationSettings.TimeStep.TimeStepDuration to 1/30f, call the update twice a frame, or enable internal time stepping.

Or, you could leave it slightly slow-mo for observation/gameplay purposes.

I'm no good at bowling, so I'm probably not the best person to fine-tune a bowling simulation :) If you can identify a specific behavior you'd like to tune, I can tell you how.

Re: Game almost completed

Posted: Tue Sep 28, 2010 6:15 pm
by jbosch
Hi,

Those are fragments of how I initialize the update speed. Isn't that correct?

TargetElapsedTime = TimeSpan.FromTicks(333333);

space = new Space();
space.simulationSettings.timeStep.timeStepDuration = 1 / 30f;
space.simulationSettings.motionUpdate.gravity = GRAVITY;
space.simulationSettings.motionUpdate.useRK4AngularIntegration = true;
space.simulationSettings.motionUpdate.conserveAngularMomentum = true;


PD: Have you seen yourself at the credits area?

Re: Game almost completed

Posted: Tue Sep 28, 2010 6:25 pm
by Norbo
The timing setup looks right. You could try increasing gravity to see how it feels too.
PD: Have you seen yourself at the credits area?
Yes, thanks for that :D