In Gamemaker standard v1.4, is it possible to create Bridge Builder physics and joints in 2D? - game-maker

I'm trying to create a 2D physics game, where there are structures that are held by breakable joints (that can be broken from compression or tension) that work similarly to the 2001 indie game, Bridge Builder. Is this type of physics possible in Gamemaker?

Yes, sure. GMS1.4 (and GMS2 as well) contains Box2D implementation.
For details please check the manual - physic world section.

Related

Organic material creation in UDK

I'm trying to generate my own procedural map in UDK to create an organic ooze material.
I have searched the docs at epic and I couldn't find a location to cover the topic of creating movement/transitions within the map. Is there a way with unreal script to code the variances in the surface over time?
I was assuming I could transition between 3-4 images but I can't find the solution.
I was confused by procedural. Procedural in games means to generate a level or the world from a (randomly generated) number.
For your question, it is possible to fade/blend from one texture to another in a material in UDK. But UnrealScript is not the best point to start.
Use the lerp node in the material editor for that. Plug texture 1 in A and textures 2 in B. Calculate a value between 0 and 1 to blend between the two and plug that in Alpha of the lerp node.
You can chain multiple lerp node together by plugging a lerp node in the B of another lerp node, but I suggest that to get it working for just 2 textures to understand how it works first.
You can calculate the blending value/Alpha dependent on time by using the time node.
As you are properly not familiar with materials in UDK, I suggest that you watch this excellent tutorial video about materials from 3DBuzz. This will give you the basic understanding how materials in UDK work. After that you will know what exactly I was trying to explain in this post. 1 hour may seem a bit long, but it is easy to understand and follow and I watched the whole thing, too, when I started with UDK.

Is it possible to programatically create a simple 3d object on Unreal?

Is there a way to create and use a simple 3d model on the Unreal Engine?
Your best bet would be to create the initial 3D asset in a third party tool and import it into the IDE. From there you can change the texture map, and manipulate the aesthetics in one way or another, but the initial 3D model should be in an external 3D format, and then placed as a prefab into your world.
Creating an object dynamically in UDK is cumbersome and requires lots of tweaking, and won't save much in terms of cost of resources. Especially if you want it to look good and more than just 3D meshes thrown together rudimentarily. It is possible, but almost not worth it, especially if you have 3DSMax, Maya, Cinema4D, MotionBuilder, or one of the other hundred tools available to do the grunt work for you.
Most 3D Engines (IE Unity, UDK, Torque, Cry and now Havok) support many formats, and especially the unversal FBX. You could even use google sketchup and export to DAE or FBX format to get it into your Engine. Grant it you lose a lot of the elements, but the basic 3D mesh stays relatively in tact.

Need physic and path finding for JavafX 2D game

i'm developing a strategic 2D game in JavaFX 2 and i need some basic physic and path finding for my game.
Would you plz give some tips and useful link to implement this 2.
tanx
Some people have integrated Box2D+JavaFX using a Java port of the Box2D physics engine.
Michael Henrichs created a JavaFX library for Inverse Kinematics.
Anton Epple created a small game framework for JavaFX which includes path finding for objects displayed within a tile engine.
The best place to and get tips and discuss these topics is probably the java-gaming.org forums

4d and n-dimensional physics engine

Was somebody trying to implement 4d or n-dimension physics realtime (or not) engine?
What difficulties in this implementation, compare to 3d and 2d physics engines? Of course, one of which is presentation problem. Is's an interesting to look at and to find out more about 4d hyperspheres, hypercubes, springs, joints, liquids and other objects.
I am just curious, and not have a real application using it.
Generalization of my idea is physics in lobachevskian or riemann geometries, distortion spaces (you can go through the needle's eye), looped spaces (returning to the same place), physics paradoxes and other amazing things.
There are numerous research groups using relativistic codes, for all sorts of physics problems; from Relativistic Electrodynamics, Relativistic Fluid Dynamics/Magnetohydrodynamics and for gravitational based simulations etc. Astrophysical applications are the main place you would meet relativistic codes.
A 4D game engine is what you already have in games like FIFA and COD. This is just a 3 + 1 implementation, which incedently is what many relativistic codes are (they use the 3 + 1 formulation of space-time). This splitting of space-time is much easier to handle computationally for many different reasons. Of course as you go from 1D to 2D etc. you complexity increases inline with the simulated physics.
To me it makes no sense to have a physics engine in n-dimensions. We do not experience physical processes in n-diemensions, but four. To ask about hypercubes etc. is not physics but geometrical/mathematical constructs. These are separate from what you would traditionally associate with a physics engine.
An example of a 4D physics engine is 4D Toys, created by Marc ten Bosch.
The author goes into more detail about how it works on their blog (see this post about geometric algebra, for instance).
Their technical paper, N-Dimensional Rigid Body Dynamics, was also accepted to SIGGRAPH 2020.
I also explained a bit how angular velocity works in higher dimensions here.

Dynamic 3D Map Visualization Toolkit?

I'm seeking a dynamically updatable, "real-time" map visualization toolkit that would support the following concept:
A user-controlled pilot's eye view flying above a landscape where the topography is
dynamically changing (hills rising and falling, slip/sliding around, valleys opening and
filling) in real-time. (Currently just a color-coded landscape surface would be acceptable, although the eventual goal is to overlay terrain/map imagery.)
Another process is dynamically updating the landscape topography data
as our fearless flyer passes over it.
There's lots of 3D visualization "explorers" out there, but they all seem to either be limited to a static data set, or require that the dynamic evolution of the data visualizations all be calculated in advance and then strung together as an animation. And flight simulators of course all pretty much assume that the topography doesn't change while in flight.
Technical wishlist:
Linux
C API preferred, but open to C++ or Java (or Ada :-)
Free/Open source preferred, but will consider proprietary
Performance: Well, I'll try to work with whatever it's got
If C++ is ok, and you don't require something too high level, I'd HIGHLY recommend OpenSceneGraph for a project like this. I used it on a project several years ago to display various forms of geospatial data on a globe (vector coastline data, sat imagery, etc).
Do keep in mind you're not limited to writing your entire solution in C++ :)
Our 3D visualization app combined our C++/OSG 3D library for graphics, a Java front-end for the GUI, and some old fortran code for the serious number crunching :O

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