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SonicGDK 1.1 - With delicious 2.5D/3D physics inside!

#121 User is offline DigitalDuck 

Posted 31 August 2010 - 12:09 PM

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QUOTE (Xaklse @ Aug 31 2010, 04:58 PM)
So are you all telling me that Sonic is capable of creating an aerodynamic downforce that lets him ignore gravity and thus accelerate and move exactly as if he would stand on normal ground and want this back in a 3D game engine where walls and ceilings are treated equally?


Well, if you can think of another reason Sonic can run on the ceiling...

#122 User is offline Phos 

Posted 31 August 2010 - 09:55 PM

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QUOTE (Xaklse @ Aug 31 2010, 10:58 AM)
So are you all telling me that Sonic is capable of creating an aerodynamic downforce that lets him ignore gravity and thus accelerate and move exactly as if he would stand on normal ground and want this back in a 3D game engine where walls and ceilings are treated equally?

It doesn't let him ignore gravity, just "defeat" it. When he tries to run up a wall, gravity is going to slow him down there, but as long as he can stay on the ceiling, gravity isn't going to slow him down because he isn't opposing it.

QUOTE
And the downforce should be proportional to the speed he's travelling at. If he slows down while on a ceiling, gravity becomes stronger than the downforce and he drops back down.

Pretty sure the Genesis games just check if he's above a certain speed. If he is traveling faster than that speed, then he sticks to whatever he's on.

#123 User is offline DigitalDuck 

Posted 31 August 2010 - 09:58 PM

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QUOTE (Phos @ Sep 1 2010, 03:55 AM)
QUOTE
And the downforce should be proportional to the speed he's travelling at. If he slows down while on a ceiling, gravity becomes stronger than the downforce and he drops back down.

Pretty sure the Genesis games just check if he's above a certain speed. If he is traveling faster than that speed, then he sticks to whatever he's on.


Correct, but that's because it's simpler than trying to calculate downforce based on certain coefficients, and it has exactly the same effect.

#124 User is offline RGamer2009 

Posted 31 August 2010 - 10:17 PM

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To all those arguing on why Sonic can stay on the ceiling, I offer my simpler explanation.

Normal people can't run on the ceiling because the opposing forces are far too great.

Sonic can because he is running so fast, that the air flow going under his feet is literally suctioning him to the ceiling like a vacuum. That coupled with the above stuff relating to inertia, gravity, and acceleration, is why Sonic can run on the ceiling if he is moving fast enough.

At least, thats how I perceive it.

#125 User is offline Aerosol 

Posted 01 September 2010 - 02:48 PM

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That doesn't make any sense. Downforce is the simplest explanation there is. Don't get confused, downforce doesn't force you down to the ground. It forces you onto whatever surface you are on. Given enough force, even gravity can be beaten. This is why Sonic is able to run straight up walls. When you have speed shoes, you can run straight up walls in the games. Infact, if you're able to glitch the game into thinking you're on the ground when you're on a wall (possible in some levels) while playing as Super Sonic, you can, in fact, go as high up as you want.

It's all about the downforce baby.

EDIT:

From Wikipedia:

The same principle that allows an airplane to rise off the ground by creating lift under its wings is used in reverse to apply force that presses the race car against the surface of the track.

Assuming Sonic is the "car" in this explanation...you get the drift.
This post has been edited by AerosolSP: 01 September 2010 - 02:58 PM

#126 User is offline Trunks 

Posted 02 September 2010 - 11:37 PM

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This engine is fantastic and amazing and the Sonic 3 & Knuckles 3D video should totally be remade in a playable form by someone more talented and with more time and dedication than I.

QUOTE (AerosolSP @ Sep 1 2010, 02:48 PM)
Assuming Sonic is the "car" in this explanation...you get the drift.


BADUMP-TISH.

#127 User is offline Xaklse 

Posted 03 September 2010 - 05:49 AM

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New video about Preview Release 3 is up; courtesy of my new rig: YouTube


Current changelog for next release:
QUOTE
- Jump height is higher (x1.5).
- Raised initial downward angle of camera to help judge depth.
- You can speed up when running on the ceiling (ala classic games).
- Camera zooms-out a bit while falling.


QUOTE (Namo @ Aug 31 2010, 06:51 PM)
Can anyone help, here? I set "bInitializeShadersOnDemand" to true and it still comes up with that "UDK.exe has encountered a problem and has to close" bullcrap message.
Do you have an ATI X1000 series graphics card? If not, why did you try this? Also, why don't you post more details about the error?
(No, a "UDK.exe has encountered a problem and has to close" message doesn't help)
This post has been edited by Xaklse: 03 September 2010 - 05:51 AM

#128 User is offline Namo 

Posted 03 September 2010 - 05:56 AM

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QUOTE (Xaklse @ Sep 3 2010, 06:49 AM)
QUOTE (Namo @ Aug 31 2010, 06:51 PM)
Can anyone help, here? I set "bInitializeShadersOnDemand" to true and it still comes up with that "UDK.exe has encountered a problem and has to close" bullcrap message.
Do you have an ATI X1000 series graphics card? If not, why did you try this? Also, why don't you post more details about the error?
(No, a "UDK.exe has encountered a problem and has to close" message doesn't help)

Eh... well, there's not much to say really, besides that. What's odd is my system specs are very similar to the ones in this video:
http://www.youtube.com/watch?v=SIOC565L18Y&

#129 User is offline RandomXF109 

Posted 03 September 2010 - 08:03 AM

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Looks pretty awesome. Are models and animations changeable? And with what program?

Also, why does he just stand upside down on a loop? If you want to make it a real Sonic engine, make the physics of the loops momentum based.

#130 User is offline Volpino 

Posted 03 September 2010 - 10:22 AM

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I just found out about this, so sorry if this has been asked before, but...

*Any plans to make lower system requirements? The ons you have now are really high, or at least make it take up less RAM? Or make a low-poly version for crappier computers? I want to see what this is about, but I couldn't hope to try it on any computer anyone I know owns.

*Any plans to make other characters and to make flying physics from Sonic 3 in 3D? Alwys wanted to see that.

*Any plans to make an online play? rolleyes.png I don't expect that but I always ask.
This post has been edited by Volpino: 03 September 2010 - 10:23 AM

#131 User is offline Aerosol 

Posted 03 September 2010 - 10:55 AM

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QUOTE (RandomXF109 @ Sep 3 2010, 09:03 AM)
Looks pretty awesome. Are models and animations changeable? And with what program?

Also, why does he just stand upside down on a loop? If you want to make it a real Sonic engine, make the physics of the loops momentum based.


He had the magnetic shoes on. There is a box in the engine that turns that on for you. Usually, standing on loops would be impossible.

#132 User is offline TheUltimaXtreme 

Posted 03 September 2010 - 07:27 PM

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QUOTE (Volpino @ Sep 3 2010, 11:22 AM)
I just found out about this, so sorry if this has been asked before, but...

*Any plans to make lower system requirements? The ons you have now are really high, or at least make it take up less RAM? Or make a low-poly version for crappier computers? I want to see what this is about, but I couldn't hope to try it on any computer anyone I know owns.

*Any plans to make other characters and to make flying physics from Sonic 3 in 3D? Alwys wanted to see that.

*Any plans to make an online play? rolleyes.png I don't expect that but I always ask.


The system requirements are defaulted by the engine creators. Therefore, only Epic Games can change the requirements .From what I know, as long as you have a decent graphics card (preferably a 2004 to 2006) with shader effects, and a decent amount of RAM (I've heard that 1GB works) and a processor of 2Ghz or more, You should be able to play this. Granted, the framerate will be shit, but you can at least run it. I'm also sure settings can be changed via a .INI file in one of the deeper folders. Once a menu is implemented by Xakles, you should be able to lower the graphics and run the game well, if at all.

Yet again, once a menu is implemented, as well as more models are animated and put in, there may be more characters. What exactly do you mean by "flying physics" though? Can you refer me to a video showing off these physics?

Just because SRB2 does it doesn't mean this game has to. If anything though, if Xakles does that, I hope makes it SA2B style multi-player.

#133 User is offline Techokami 

Posted 03 September 2010 - 08:38 PM

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QUOTE (TheUltimaXtreme @ Sep 3 2010, 04:27 PM)
What exactly do you mean by "flying physics" though?

I think he means Tails' flight ability from Sonic 3 translated into 3D, rather than the implementations in the official 3D Sonic games.

#134 User is offline Covarr 

Posted 03 September 2010 - 10:43 PM

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Derp derp that flat spring bounced him straight up instead of working with his momentum even though there was a wall in the way this is turning into sonic 4 lol derp derp.

But seriously, this is looking damn nice. One question, though, as nice as this looks for 3D, is there any progress for 2.5D stuff yet?

#135 User is online Neo 

Posted 04 September 2010 - 06:45 AM

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QUOTE (Techokami @ Sep 4 2010, 02:38 AM)
QUOTE (TheUltimaXtreme @ Sep 3 2010, 04:27 PM)
What exactly do you mean by "flying physics" though?

I think he means Tails' flight ability from Sonic 3 translated into 3D, rather than the implementations in the official 3D Sonic games.

SRB2 emulates this properly. There are just a few simple rules to follow:
  • When flying, Tails slowly accelerates downwards.
  • Pressing the jump button will cause Tails to gain some vertical speed, causing him to slow his descent/gain some altitude. When this is done, though, Tails' horizontal speed is lowered.
  • After a certain amount of time has elapsed, Tails becomes tired, which is reflected by a different animation playing and the jump button become unresponsive.
  • Normal air physics apply at all times.


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