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Technology used in Jump Birdy Jump.

05-27-2011, 12:17 PM
#1
Joined: Sep 2010
Location: Morestel, France
Posts: 572
Technology used in Jump Birdy Jump.

Hello, I just wanted to show of my editor for Jump Birdy Jump (running on PC or MAC). Thanks to this cool software, I was able to create all the levels in Jump Birdy Jump. It is very important to create good tools so you can concentrate on what important: great content. Even if I coded all the game and physic engine, I've spend about 60% of my time using this tool.

JC


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05-27-2011, 12:37 PM
#2
Joined: Feb 2011
Location: Philadelphia
Posts: 50
That's pretty boss.

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05-27-2011, 12:54 PM
#3
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
you created your own physics engine and did not rely on box2d or chipmunk?
05-27-2011, 01:35 PM
#4
Joined: Jul 2010
Posts: 487
very nice work

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05-27-2011, 01:46 PM
#5
Joined: Dec 2009
Posts: 120
very very nice.
05-27-2011, 02:06 PM
#6
Joined: Sep 2010
Location: Morestel, France
Posts: 572
Quote:
Originally Posted by mr.Ugly View Post
you created your own physics engine and did not rely on box2d or chipmunk?
Yep, I've created my own "physic engine"... Having saying that, calling it a physic engine is streching the truth a bit far. This isn't a physic based game. Don't worry, I'm not stupid and always make my life easy. For Jump Birdy Jump it was easier for me to code what I wanted than learning a new SDK. If I was going to code a real physic engine based game, I'll be definitely using box2d or else.

In a previous life, I use to code full 3d engine (even some software one, yes I'm that old ), so coding a couple of spring simulation and the collision between a sphere (the bird) and rectangles, took me less than a couple of hours (and it made me happy to code something technical for once).

JC
05-27-2011, 03:41 PM
#7
Joined: Apr 2011
Location: Germany
Posts: 265
Crap, that looks like such a blast to work with !
What a great insight on the actual developing process of this game. Always wondered how levels for these kind of games were made.

Thanks so much for sharing this !

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05-27-2011, 04:24 PM
#8
Joined: May 2009
Location: UK
Posts: 741
Quote:
Originally Posted by Ovogame View Post
In a previous life, I use to code full 3d engine (even some software one, yes I'm that old ), so coding a couple of spring simulation and the collision between a sphere (the bird) and rectangles, took me less than a couple of hours (and it made me happy to code something technical for once).

JC
Spring simulations are cool and can, as you have shown, do a pretty good simulation for certain types of game, specially in 2D but even in 3D.

The track banking in Ground Effect (my driving game) is calculated by a very simple spring simulation. The track is a spline. At load time I simply create a chain of control nodes and springs (think of them as, I dunno, elastic bands and metal rings), each attached to the next. These are also attached to their starting positions on the track (imagine another band between each ring and the starting position of each node) and the spring-sim is run for 100 cycles or so, with each being pulled by the 'bands' and also being pulled upwards (the upward acceleration that is equivalent to gravity). These settle in a position slightly above the track and sort of taking short cuts round every bend. The line from the original control point to the new position of the 'ring' becomes the normal vector for the banking at each point on the track. The whole simulation is half a page of C++ and runs in well under 1/10th of a second at load time. Without the banking it was very hard to stay on the track at all...

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05-27-2011, 04:28 PM
#9
Joined: Jul 2010
Posts: 487
Quote:
Originally Posted by Ovogame View Post
Yep, I've created my own "physic engine"... Having saying that, calling it a physic engine is streching the truth a bit far. This isn't a physic based game. Don't worry, I'm not stupid and always make my life easy. For Jump Birdy Jump it was easier for me to code what I wanted than learning a new SDK. If I was going to code a real physic engine based game, I'll be definitely using box2d or else.

In a previous life, I use to code full 3d engine (even some software one, yes I'm that old ), so coding a couple of spring simulation and the collision between a sphere (the bird) and rectangles, took me less than a couple of hours (and it made me happy to code something technical for once).

JC
That's good to hear! We "jump" to box2D for our last game, it's very flexible, we used it with our own dev tool to view the result in real time like your engine. (I will certainly put a video soon in the vetastudio thread)

Thanks to share your technology.

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05-28-2011, 03:16 PM
#10
Joined: Mar 2009
Posts: 659
This game looks really good btw. I was wondering about how you did the physics.