

- #Pop balloon in contraption maker dead man walk full
- #Pop balloon in contraption maker dead man walk code
Once I sat down and thought for a a while, I decided to go with verlet integration to take care of all the internal segments of the rope. Here is the same setup with the purple dots replaced with rope segment art: The art is rotated to seamlessly join the individual segments. To make the display look like an actual rope it is then just a matter of replacing the purple dot artwork with rope segment artwork. You can see each of the individual segments as purple dots in the picture below. To do that I needed to break the rope into individual segments and then make move in a rope-like way. My only concern with the internal rope movement was that it appear rope-like it didn't affect physics outside of itself. As mentioned above, the ropes don't collide with any other parts or with itself. Note below that you can see how the rope passes right through the brick wall.

Now it's time to take care of simulating the rope between the two endpoints - how it moves when it is slack.
#Pop balloon in contraption maker dead man walk code
Okay, great, first bit done, easiest code to write is code that someone else has already written. In the simple setup pictured below, a slide joint constraint is attached to the center of the static body of the hook and also attached to an offset of the center of dynamic body of the block.

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. 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. 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.
#Pop balloon in contraption maker dead man walk 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. Contraption Maker (CM) is a sandbox physics game that I developed along with Spotkin.
