Herc's auto-rotate idea

Thread in 'Discussion' started by jujube, 4 Jun 2007.

  1. jujube

    jujube Unregistered

    tell me if i got these examples right herc:

    here

    there is no manual rotating, except in the last example [​IMG]

    for those unfamiliar with that website, just hit the button under where it says "1/28." it works in internet explorer but not firefox for me.
     
  2. [​IMG]
    yes, sort of. except to O block behaviour [​IMG]

    and the I - movement at time 7 is also a bit questionable.

    but yes, that is what i mean. just as would happen in the real world if the piece is not supported in the center of mass. it just would slip off the stack. and rotate downwards.


    maybe - someone can make a real physics based tetris based on havok or ODE - engine? if i remember right, there were that game triptych that had some physics, but showed rather slow gameplay...
     

  3. [​IMG]

    "man, i suck at this game.."
     
  4. tepples

    tepples Lockjaw developer

  5. Yeah, I have no idea of the original source.. someone posted it on a forum somewhere, I just happened to save it.
     
  6. K

    K

    i've already seen a tetris game based on physics, on a palm computer. All controls were performed with the pen.


    i remember it was a kind of free prototype. Interesting, but just funny 10 min.
     
  7. @jago: i know that palm game, i even have it somewhere on my harddrive. if i ever find it again, i will post it here.


    but i found this on the net:


    Java:

    http://www.ventrella.com/Ideas/GravityT ... etris.html


    Flash:

    http://www.ventrella.com/Ideas/GravityT ... etris.html


    though its completely unplayable, its a nice concept. of course, quite the opposite to speedplay... that mouse interaction slows down things unbelievable, also the springy, much too elastic behaviour of the blocks..


    i think its a common problem with simpler physics engines: they run with way too low gravity and way to big timesteps (because otherwise they would "explode" - numerical errors would sum up too fast, to big forces etc.). even the commercial ones we all know from halflife2 and other games do physics not realistic enough, if it comes to high collision forces.


    if there will be a physics engine, that could handle interaction forces of lets say wood pieces dropping on each other in realtime, then such a physics based tetris probably could also be high speed playable ala TGM.


    p.s. blockout fans: please check out the fresh new Blockout II from Jean Luc PONS, the first worthy successor to the original Blockout for dos.


    http://www.blockout.net/blockout2
     
  8. Air Gear

    Air Gear Unregistered

    There are a lot of cool little tricks that can be made with "physics Tetris" games; the applet was fun to try. Unfortunately, on my run, I had two individual blocks left unfilled down near the bottom [​IMG]

    ...the point, though: the hard part is trying to find out what physics would make for a game that's less of a gimmick and more just interesting to play. That Gravity Tetris likely wouldn't lead to something that would be played for a long time; I noted the same problems with Tryptich (whatever) and Blast Miner. As for a physics-based falling-block game that wouldn't have that problem...give me time.
     
  9. ^^does that mean you are working on such a game?
     
  10. Air Gear

    Air Gear Unregistered


    Oh no no no. If I had an idea that wouldn't have that problem, I'd do it, but even giving a suggestion is beyond me.
     

Share This Page