Can Construct 2 Handle This Without Framerate Issues?

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  • I was wondering if anyone out there on the forums is good with physics or anything like like this.

    Im not really sure if physics are used here but it really looks like it.

    I have a game right here that ive been trying to recreate a prototype off of. the game is

    i was wondering if anyone has tried anything similar and was actually successful in there trials.Ive had no luck with frame rate so im guessing there has to be a trick involved if its actually possible .If anyone has any ideas i would love to hear them!

    Thanks everyone

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  • Does not look like classic physics. It looks to be more using pixel based mathematic algorithm. You could probably use R0j0 hounds canvas as a starting point. But may need a custom plugin on top to do some of the other stuff.

    Checking on some stuff. It might be using verlet particle physics. verlet is super cheap physics. But often less preferred than rigid while using verlet with non point to point cross collision this is probably super duper cheap on the CPU. Maybe even cheap enough to get mobile performance from JS. with limited extent.

  • jayderyu What do you think will be the best route to try and recreate a small prototype of this type of physics?

    Ive never really heard of verlet particle physics.

    The game i shown you is on mobile aswell so im guessing your statement about being super duper cheap is a fact!

    I would love to know how to create verlet particle physics if possible in construct 2.Thank you for your reply aswell,im very grateful.

  • I made something similar using shaders in construct classic, and i managed to get it to work with pixel shader 2.0, you should be able to do the same with WebGL shaders that support way more instructions way easier. This type of falling sand game requires either brute force efficient CPU work or a very cleverly designed parallel process on the GPU, both of which are difficult for a novice to pull off but entirely possible with javascript and WebGL. You probably wont get very good performance trying to make it with events.


    i used the technique to "simulate" seas of green vomit in my game super clean clean ... ean/19382/

    these were made using construct classic and custom shaders however, so i can't testify to how possible this is with C2

    This doesn't actually use any type of "physics" technique at all, its a cellular automaton like conways game of life, with clever rules that make it look like physics

  • I would go with QuaziGNRLnose shader system instead of verlet. It looks a lot closer to Sandbox than my suggestion.

  • Do a search for "falling sand", there are a few topics on it and i believe I've made a capx example of it. The physics is even simpler than verlet, for instance to fall each particle just checks if the space below it is free before moving one space down.

    That being said, it's going to be rather slow unless done with the you with shaders like qwazi's cc example. The paster object could help since you can paste objects with effects applied. But there's likely other details to deal with.

  • In a nutshell, you're gonna have to code a shader with WebGL, use the GPU to calculate the physics and link that as a plugin to your C2 project, or you could use OpenCL or Cuda

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