Game Maker Studio Physics Rope

Sep 12, 2017 - so i'm working on a 2d platformer and i want to add ropes that you can swing on, i have tried a lot but no results! I want the rope to swing left.

Mastering the Box2D physics engine included with GameMaker: Studio can open up a wide range of game design possibilities. By leveraging this powerful tool, you can create rules that govern how objects behave within your game world. In this course, learn how to create a simple, runner-style game using the Box2D physics engine built into GameMaker. Steven Moser explains how to set up the physics world for your game, move a player object using only physics functions, and create obstacles such as saws, spikes, and swinging blades. He also provides an introduction to liquid physics in Box2D—explaining how to create particles that behave like water and viscous poison—and shares how to decorate your level by building chains and rope bridges. Instructor •.

By: Jesse Freeman course • 1h 9m 27s • 17,744 viewers • Course Transcript - [Steve] Adding physics to your games can add an element of unpredictability and excitement for your players. Learning the Box2D physics engine included with GameMaker Studio is a great way to get started.

Not only does it include the basic physics engine, but you can also use the LiquidFun tools to create physics particles and liquid simulations. Hi, I'm Steve Moser, and in this course, we're gonna create a runner-style game using the GameMaker Studio physics engine.

We'll set up the physics rule for our game, move our player using only physics functions, and set up static and dynamic obstacles. We'll dip into the LiquidFun engine to create particles that simulate water and viscous poison, and I'll also show you some of my favorite tricks for creating multi-joint objects like chains and rope bridges. In the end, you'll have a great foundation for building your own physics-based games. • Practice while you learn with exercise files.

Hi, I'm doing rope simulation for crane operation in PhysX. One problem I'm facing now is that my rope cannot carry heavy weights (like 2000kgs, right now it can only carry 20kgs). I'm using spherical joints to link a bunch of cylinders together. Human resource management by k aswathappa. And attach a container to the other end of the rope using a fixed joint. If the container is too heavy (2000kgs), the whole rope will fall apart.

I try to use joint projection to set the projection distance to 0.001. Now it can carry 2000kg container, but after awhile the rope will automatically oscillate around, just like what the PhysX doc says (because the projection distance is too small). The problem remains even if I change from spherical joints to distance joints.

Do you have any solution for this, so that my rope can carry heavy things? One more thing, do you know how to dynamically change the length of this type of rope (made of many joints). I'm thinking of adding/removing each joint but it will not look smooth if the length of each joint/cylinder is too big. For Viva Pinata: Party Animals, which used PhysX and had a stable rope simulation in one of it's mini games - bashing Pinatas with a big stick. I tried the old chain of joints trick but it was not stable enough.

Eventually I used the PhysX cloth functionality, dynamically generating a hollow cylinder/tube and cooking as cloth. The cloth damping coefficient was the main param responsible for a stable simulation. Ended up, the coefficient could be calculated based on the mass of the object attached to the lower sheave and the number of vertices on the rope circumference (that being a cylinder cross section). I already reduce the weight of the container to 20 kgs or even 1 kgs. But I still have the problem with the rope being springy. The rope is supposed to be a metal rope but when I attach the container to one end of the rope, the weight of the container pulls down the whole rope and makes it spring up and down like a rubber band. That happens even when I don't enable the NX_SJF_JOINT_SPRING_ENABLED.

If I did, it would spring even more. Another thing is that the rope is not straight when you move its upper end. It takes a while for the lower end to align with its upper end.

Game maker physics

Even when I already limit the swing and twist angle by sphericalDesc.flags = NX_SJF_TWIST_LIMIT_ENABLED NX_SJF_SWING_LIMIT_ENABLED; All the of above problems don't occur at all when I only use one long cylinder. So I suspect that the problems happen when you link up a lot of spherical joints, each joint goes a little bit out of its limit and they add up a lot. Is there any way to say 'Dude, stay in your position!'

Using too small of a joint projection distance will make the simulation not stable after a while. I can avoid all of these if I use one long fixed distance joint for the entire rope. But they want to see how each individual link of the rope moves. So the requirement of the rope simulation is it can carry heavy things, behave like a metal rope.