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Question by CYVISUALEFFECTS · Oct 19, 2012 at 03:50 PM · physicsgamegraphicsfirst personideas

Some Ideas please?

I am planning to make a game which is a first person free fall game. I think it's gonna be cool, but I don't know how can I make the environment the physics. This game is gonna based on physics because I want for example the parachute to be opened in a distance which it can land successfully (the parachute will be controlled and launched by the player). Any ideas?? Note that I am planning to make this game for iPhone and Android.

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avatar image Kaili-chan · Oct 19, 2012 at 06:56 PM 0
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Please reword your question title. This isn't a forum it's a QA site.

avatar image Kaili-chan · Oct 19, 2012 at 06:59 PM 0
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$$anonymous$$aybe ask this on the forum? $$anonymous$$ight get more help :)

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Answer by phodges · Oct 19, 2012 at 04:11 PM

Here's a few ideas for you:

  • Cross drafts

  • Thermals

  • Obstacles: other skydivers, birds, aeroplanes

  • Not hitting the ground hard!

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avatar image CYVISUALEFFECTS · Oct 19, 2012 at 05:51 PM 0
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Well, the ideas I want, are how to BUILD the whole thing.:/

avatar image phodges · Oct 19, 2012 at 05:59 PM 0
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That's a whole kettle of fish right there. I think you need to firm up on concept before you'll really know the answer to that. I thought you were asking about ways to make an object falling through empty space appealing. To sit down and actually go through all of the dynamics that might be relevant and describe how to implement them would take quite some time. Asking more specific questions might help.

avatar image CYVISUALEFFECTS · Oct 19, 2012 at 06:07 PM 0
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I would like to know just how can I build the environment with the clouds and all the stuff. Also some information about dynamics I shound use.

avatar image phodges · Oct 19, 2012 at 06:12 PM 0
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Well, particles effects would be a good start for your clouds. Since you want an iOS version, you'll need to think about fill rate.

Dynamics? Well, it's tempting to go for noise textures to produce something that feels a bit like turbulence but you'll need to think about how to author those. For simple control, you might want to cheat and send a load of trigger volumes past the falling player, each containing some sort of turbulence vector. You'll want some sort of upthrust model for when you've opened the chute, maybe using that to set a ter$$anonymous$$al velocity, or once again, just plain old cheat it to a value that seems like fun.

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