Alpha example of PhyzMax 2D - made specifically for 8ball and 9 ball pool table games, using a pack of custom made behaviors and a brand new physics system that has continous collision detection to speeds of up to 20,000 px / frame.
Package Behavior list:
PhyzMax2D Physics engine - CPU based - custom made physics engine specifically made for perfect pixel CCD (continous collision detection) - up to 300 objects constantly moving and monitored without droping frames - so far at around 400-500 objects with CCD enabled there are over 250,000 collision checks per frame made so FPS will drop)
Phyz3DBallAutoRoll - automatically detects the roll applies ground surface tension and friction to the rolling balls.
PhyzSurface - you can set a surface for a pool table and it will interact with your pool balls giving you realistic feel of ball drag/surface resistance and Z gravity holding without breaking the physics system or glitching your balls on Z axis or through each other.
PhyzCueball - a behavior that sets the drag and applies forces from PhyzCueTarget into the PhyzMax2D on the sprite2 object to contorl front,back,lateral spin and any spin you want as effect on the ball.
PhyzCueTarget - as name describes it, its pure scope is to give the cueball spin control. In future will probably require the data from this to be transfered into contacting of other balls.
Shader effect:
Phyz3DBallFX - turns a 512x126 sprite into a perfect 3d sphere with light shader and diffusion effects. Working in paralel with PhyzAutoRoll to perfectly spin in the direction of movement and forces that are applied to the ball.
Why this and not default physics in construct?
physics2d box brakes at high speed, precision on contact is poor, even with "is bullet active" at 200px/s the balls sometime glitch and pass through one another or fail to detect overlaping. causing brakage and unreachable perfect pixel pool game feel.
No more. PhyzMax 2D is here and compatible with all Construct 3 nd will be compatible with Construct 2 possible in future depending on requests.
Target is to make it a reliable package to make pool balls, or pinball arcade games, where speed of collision matters, and you don't need to slow the game down just because your physics engine cant handle a few calculations or is dependant on FPS or monitor refresh rate, which is why some big software fails also il not name it here "cough cough Excell" ...
For now just this example locked at 5000px/s shoot on click. WASD to add spin on cueball/black ball.
Available soon in scirra store.