Path Movement Behavior

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  • HOLY MOTHERFUCKER THIS IS FAAAAANTAAAASTIIIIIIC

    <img src="http://img46.imageshack.us/img46/9402/rhfjdjejdc.png">

  • Thank you R0J0hound.

    Works great.

  • Very Easy to use. Intuitive, fast, powerful. What more can I say I love it!

  • great plugin . I only missed support for curve paths like beziers or something like that. Other than that it's all good

  • great plugin . I only missed support for curve paths like beziers or something like that. Other than that it's all good

    But you can make pretty good curves with just a few extra clicks. Not perfect but close enough for any game purpose.

  • IDE path editor?

    Whoa, sir, you have upgraded Construct. This is a game changer!

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  • oh my. . . . .

    this, this is beautiful

    (pause)

    (breathing)

    so obviously I'll nit pick

    snap to grid functionality when drawing paths. . . (though I may have over looked this) (thinking)

  • Hello all,

    I've implemented bezeir motion but it's not behaving the way I want it. Objects move along a smoothed path, but their speed varies (they should have a constant speed). I'm trying various things to fix it but it's proving to be a very difficult problem.

    In the meantime here's an exe that showcases my current progress on bezeir motion and the problem:

    Download: bezeir attempt

    The problem is most severe where the chain links bunch up.

  • Glad to see you're still hard at work on this .

    That's a strange problem, though. At first I thought maybe it was just an optical illusion because they're changing angle so fast, but yeah... it does appear that they are speeding up on tight corners. Weird.

    Good luck on figuring it out.

  • Actually that looks pretty much dead on. I think what your noticing is what you would call an optical illusion. The speed is constant, but the sprite has less area to cover.

    This cap shows the same thing happening even tho the points are all about the same distance apart.

    http://dl.dropbox.com/u/666516/imagetopath.cap

  • Actually that looks pretty much dead on. I think what your noticing is what you would call an optical illusion.

    That was my first thought too. But after a while of staring at it my eyes went screwy and I couldn't tell what was going on any more

  • Rojo,

    Maybe some sort of slight ease in/ease out for the curves to compensate.

    If the rate of ease in/ease out was linked to the severity of the curve, I think it would work quite well.

    Krush.

  • Objects move along a smoothed path, but their speed varies

    Bezier curves are used for graphics, but they're not so good for motion as their first derivative is not constant.

    You'd want a spline with a constant first derivative respect to the parameter (time). There are a jillion different kinds of splines out there. I was looking for a constant first derivative spline to suggest, then I remembered that ease-in and ease-out would be nice, and such a spline would prevent that.

    So my suggestion is to reparametrize the curve, and in the process you might be able to add ease in/out. This document explains how.

    http://www.geometrictools.com/Documentation/MovingAlongCurveSpecifiedSpeed.pdf

    It's probably difficult.

  • NEW VERSION OF PATH MOVEMENT 1.3

    Download on cover page.

    Major Additions:

    +Smooth curve option

    +on endpoint triggered conditions.

  • Smooth man, nice and smooth.

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