tell me if i got these examples right herc: here there is no manual rotating, except in the last example 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.
yes, sort of. except to O block behaviour 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...
where do you have that image from? but honestly - its sort of the gameplay in triptych: http://chroniclogic.com/triptych.htm
I saw the image on YTMND while doing research for the popular conception of the Guideline as "broken Tetris". But unfortunately, the YTMND author forgot to cite the image source.
Yeah, I have no idea of the original source.. someone posted it on a forum somewhere, I just happened to save it.
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.
@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
If you look for funny physics, although this topic was not started for that intention, you might want to check out Blast Miner. youtube: http://youtube.com/watch?v=huIlxr8NYLA website: http://www.blastminer.com/
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 ...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.
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.