ORBITAL & DYNAMIC GRAVITY in FLOWLAB

Alright, here we go again:
-PLANETS NOW HAVE PHYSICS. All planets now have the same physics as the old player. They also have a set “around,” or orbital, velocity. This works just fine but unfortunately must be modified later due to the addition of the gravity formula (see below.)
-Added a dynamic grounding system. In essence, it is assumed in most game engines that “stopped” means “velocity is 0”. We threw that out the window and made a (kind of) simple system to find the velocity of the orbital center. This adds relative velocity math rather than static velocity.
-Some of the calculations had random arbitrary numbers to keep the math gamified and relative to the size of the scale model. For example, all player movement was divided by 1.5. Most of these arbitrary numbers have been removed. This initially made all the math insane and launched the player and planets super far, but the majority of these issues have been fixed by both removing other arbitrary numbers and by the addition of the gravity formula (see below). Annoyingly, the player’s holdover velocity (the velocity it keeps from previous movements) still has to be capped to prevent extreme movement additions. I hope to find a way around this in the future, but for now it has to stay.
-Added Structural Integrity as an extremely basic health system. You lose it by changing velocities too quickly (crashing). This is by no means a final product and will be thoroughly revamped.
-Finally, I’ll explain this mysterious “Gravity Formula”. First, for all the nerds out there:
F[g] = (m x M)/d^2,
or:
The Force of Gravity = (Mass of Object [player] x Mass of Planet)/Distance Squared.
In practice, this eliminates the gamified constant of gravity with an actual dynamic force multiplier system. The closer you are to the soure of the gravity the stronger you get pulled. This is why I desired to do this on a separate project, not the example, because this feature would be highly disturbing to most games simply looking for circular gravity, especially platformers.

That’s all this time, other than this poll. I look forward to developing this further. Thanks for following this project, I greatly appreciate it!

How should I continue this project?
  • Continue publishing updates to the advanced gravity model here!
  • Keep this topic for the gamified gravity’s development and make a separate one for the advanced game.
  • Build up the game gravity example and share it when it’s completed. I don’t care much for the advanced gravity project.
  • Finish both projects before posting anything else.
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Pretty cool! Have to check this out again

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