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- #Contraption maker paper preparations full#
- #Contraption maker paper preparations mods#
- #Contraption maker paper preparations code#
- #Contraption maker paper preparations Pc#
- #Contraption maker paper preparations series#
For ropes in CM the minimum distance is always set to zero and the maximum distance is the length of the rope. The slide joint is perfect for handling the behavior of the two endpoints of a rope. Therefore each end of a rope is attached to a body – either to a body of a CM part or, in the case of an unattached rope end, to a physics body at end of the rope. It is given the two bodies to constrain along with a minimum and maximum distance that the bodies should be from each other. The slide joint constraint keeps two point-mass Chipmunk bodies within a specified range of each other. I sketched out this fairly simple idea before writing any code. Okay, first thoughts, rather than use Chipmunk's general spring constraint, I'll write a tighter custom spring-like routine specifically for our ropes with a focus on minimizing calculations needed and still simulate a rope in a way that looks and behaves realistically. People playing CM are going to be able to create huge contraptions which could include ones with very many long ropes.
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Maybe use the spring joint for all the points between the rope endpoints? So browsing through the available constraints, using a slide joint for the two ends of the rope seems obvious. It does have a whole bunch of different types of constraints though, so my first thought was to use those to implement ropes. The Chipmunk engine doesn't have built-in ropes – easy decision. I didn't use the built-in ropes in the Chipmunk physics engine. The relative sizes of the little guy, the dog, the mouse, and the soccer ball are game design decisions that bent reality for better game play possibilities. This is fairly typical in the craft of game design and development in that you are always making various trade-offs.
#Contraption maker paper preparations code#
The performance was better because the code didn't have to calculate all the collision and physics needed for the whole length of the rope cutting down drastically on the calculations needed. This was both a game design and a performance (speed of execution) decision. So their only game play function is to transfer forces between the parts attached to either end. For example, in their final incarnation, the ropes don't collide with anything. Deciding exactly what elements or rope behavior to implement involved trade-offs affecting both performance and also design. The first decision made was exactly how much of a rope's behavior I was going to model. This is just a quick overview of how I went about implementing them in CM and some of the potholes I hit along the way. It was mostly traveling development paths that others have already blazed and then making whatever adjustments were needed for my specific needs. Getting realistic ropes working required tackling several different problems.
#Contraption maker paper preparations full#
After going through Steam's early access program, the full game was released on Steam in the summer of 2014. It was built using a modified version of the Loom Engine, along with a few different libraries/components including cocos2dx and Chipmunk. Here's what The Incredible Machine used to look like.Contraption Maker (CM) is a sandbox physics game that I developed along with Spotkin.
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Time to hop on the conveyor belt to a bucket that will lower us into a carousel that will fire us at memory lane. There's even a suggestion of Arduino integration, which is where my brain leaves the road.
#Contraption maker paper preparations mods#
And there will be sharing of all the content you make, and mods to mess with. It does look like it's embracing people's desire to show off their wonderful toys (another better name), with direct to Youtube uploading. There's not a lot of information, though given what it's based on, we can guess at the content. It is also a game about building contraptions, which I would have hilariously named It is a Rube Goldberg paragraph, intended to lead you to information about a just announced spiritual successor, Contraption Maker.Ĭontraption Maker is the new game from Jeff Tunnell, the original designer of The Incredible Machine.
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Despite waffling on about it, this post is not about The Incredible Machine.
#Contraption maker paper preparations Pc#
There have a been a few sequels, but a new version hasn't appeared on the PC since 2005.
#Contraption maker paper preparations series#
A Rube Goldberg inspired game, where putting a ball in a box needed a confusing series of pulleys, and possibly a cat. TIM, as it's jollily known, was a game about performing easy tasks in the most complicated fashion. It was so long ago that it ran on DOS and it wasn't in the RPS tag system. Way way back in gaming's past, I'm talking spring of '93, there was a game released called The Incredible Machine.
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