Game Development Community

How is this best accomplished?

by Nathan Huffman · in Torque Game Builder · 12/24/2006 (1:17 am) · 3 replies

I'm not looking to make a Gish-clone, and I could probably come up with my own 'hack' way of doing this, but I was wondering what anyone's input would be on how to make objects like Gish himself. (if that is, truly, the name of the black blob)

He seems to form with the terrain, yes?

Also there is another game out there you may have seen. Gumboy, is it? He kind of "dents" when he hits objects, but not nearly as dramatic as 'the black blob'.

(Yes, I only have the Gish demo right now >.> It was either TGB or Gish, so Gish will be after Holidays!)

Any suggestions?

(I tried searching, if I missed something I apologize)

#1
12/24/2006 (7:32 am)
Easiest way to do this is using "atomar physics" for this kind of stuff and modelling the surface of the "blobb" out of different "atoms" which are bound to the others and deform basing on retraction forces (-> the whole thing is a large spring system with springs between any two atoms or between "sectors")
#2
12/27/2006 (11:54 am)
IIRC, there was a fantastic article about making Gish-like characters in one of this past year's Game Developer magazines.

*digs a bit on Google*

Ah yes, here it is (not the actual article, but a writeup about it with links to source code). It was a fabulous article on verlet physics and giving results of practical experimentation. It's in the 2006 June/July issue of Game Developer magazine -- if you can dig back through your old issues and find it, I highly recommend it.

--clint
#3
01/09/2007 (5:08 am)
I've got that article sitting on my desk at work. It's definitely worth a read.