Posts Tagged ‘physics’

Freeware Garden: Impulse

By Konstantinos Dimopoulos on August 26th, 2014.

This picture could be a metaphor for all sorts of things.

Deck 16′s Impulse is a deceptively simple game on paper. All it asks of you is to guide a little neon circle (a.k.a. “your craft”) from point A to point B and notice how gloriously fun those ancient, physics-based propulsion mechanics still are. Intriguingly it does consider itself a mash-up of Super Meat Boy and Lunar Lander too.

The fact that it starts off with fourteen levels worth of tutorials should of course be indication enough that Impulse is not as straightforward as one would expect. Simple to grasp, yes, that it definitely is and its controls are as intuitive as these things get, but even coming close to mastering the little devil requires efforts of herculean proportions.

Read the rest of this entry »

, , , , .

9 Comments »

BeamNG.drive Wants Some Greenlight Lovin’

By Craig Pearson on February 17th, 2014.

BeamNG.drive reads like someone is attempting to talk after a visit to the dentist, though I’ve no idea what they’d be saying or what the context would be. “Brian, Drive!”, maybe? Now that Brian has the wheel, I can pay more attention to what BeamNG.drive actually is: a game about the joy of realistically crumpling cars. It’s been out for a while, though it still remains an alpha with some big plans rather than a fully-formed game. I think the devs need to sell more to realise that dream, so they’re taking to Greenlight in the hopes of grabbing that Steam bump. Trailer is below.
Read the rest of this entry »

, , , , .

17 Comments »

Carsplat! Drive’s Vehicle Physics Are Awesome

By Craig Pearson on August 5th, 2013.

When Cars Attack! Or Kiss.
Strangely named car-smashers Beam.ng have been teasing us for years with their awesome car destruction physics engine. Each video has been the torque of RPS, showing cars colliding with mountains and other cars. The crumpled the hoods, the torn off wheels, the cool slow-motion smaaaaassssshhhheees. I had to clutch my girlfriend each time I realised I couldn’t yet play it. Well there some things you auto know: it is called Drive, there is a new trailer, you can buy early access, and there’s even a demo for you to play right now.
Read the rest of this entry »

, , , .

74 Comments »

Pulling Shades: Colour Bind

By John Walker on August 9th, 2012.

Well, those sure are colours.

Don’t be fooled by the punning title, Colour Bind looks like a game that will be pretty much impossible for the colour blind to play. It’s a physics puzzlers where gravity is not defined by weight, but rather by colour. For instance, if that level has green set to up, and red to down, those are the directions in which such objects will fall. Driving a car-thing around levels with three different colours all pulled in three different directions looks, well, it looks like the trailer below.

Read the rest of this entry »

, , , .

17 Comments »

Wot I Think: Unmechanical

By John Walker on August 9th, 2012.

Oh, physics.

Indies Talawa Games have released their first game, Unmechanical, on Steam, GOG, Onlive and Gamersgate. It’s a physics puzzler about a cute little robot, trapped inside a peculiar machine. But is it good? Here’s Wot I Think:

Read the rest of this entry »

, , , , , .

27 Comments »

CryEngine 3 / Beam Physics: Soft Body, Hard Metal

By Alec Meer on May 29th, 2012.

The shaders aren't finished yet, don't look at that. JUST LOOK AT THE PHYSICS

In response to our various sightings of Crysis 3, the RPS stronghold is currently flying these flags: blue with green braiding, taupe with a cyan crucifix and burple with vibrant lavender thistle emblems. And we all know what that says about our opinions on Crytek’s next shooter. Even as we debate the openy worlidiness or lack thereof of Prophet’s latest alien-hectoring rampage, it’s worth keeping in mind that Crytek have, by and large, been good for game technology. Crysis 3 brings assorted updates to Cryengine 3, but it’s the Rig of Rods team that are demonstrating some rather tasty soft body (missus) physics that they’ve pulled off in the new version of the engine. The below is unfinished footage of an unnamed vehicular game, and it’s just about the best pretend car-crumpling and wobbly suspension I believe I’ve ever seen.
Read the rest of this entry »

, , , .

71 Comments »

Castles Made Of Sand: Stronghold 3

By Adam Smith on September 20th, 2011.

weakhold

After peasant-pleasing and/or poking comes castle crashing. Firefly promised to show more of the militant aspect of Stronghold 3 and here’s a video which does just that. See castle walls crumble and tiny men topple from them, reduced to nothing more than ragdolls. Hear a polite British man explain that the medieval era is an ideal showcase for physics. I was hoping they’d be using a Buridanian impetus model but they’ve gone for Havok. I’m more interested in the castle building than the castle destruction, some of which is briefly shown at the end. Have a gander.

Read the rest of this entry »

, , , , , .

46 Comments »

Vessel: Fanciful Fluids

By Adam Smith on August 25th, 2011.

cogs are essential, more cogs please

It’s been a long time since we had any coverage of Vessel, Strange Loop Games’ intriguing 2D puzzle-adventure. That all changes right now. With the game due for release this winter, the team have released a new trailer to show how far things have come in the last eighteen months. Already a finalist in IGF’s technical excellence category for 2010, the game’s artwork and complex fluid physics look superb. Open your ears as well as your eyes because the music is delightful too.

Read the rest of this entry »

, , , , .

16 Comments »

IncrediBots!

By John Walker on November 13th, 2008.

Wheeeeeeeeee!

The joy of Flash games is so often their simplicity. Simple concepts delivered in a quick-n-fun way, to offer a twenty minute lunchtime distraction. Not a word of this applies to IncrediBots. (Apart from “Flash”, “fun” and “a” – so okay, three words apply). This is hardcore.

It’s a remarkably complex mix of mechanics and physics, currently in beta, letting you build and play with vehicles of your own devising, to complete a series of challenges. And it’s capable of so much more than that. It’s too much for my puny brain, but I’m utterly certain that those inclined are going to love it.

Read the rest of this entry »

, , , , .

12 Comments »

Boombot

By Alec Meer on August 28th, 2008.

There aren’t enough games in which you’re indestructible. Even in Superman games and Hulk games you’re kept Earthly by health and energy bars. Madness! There’s nothing wrong with a good old power fantasy, but developers seem determined not to indulge us. This webgame does. In Boombot, you can fall down a hole and have to restart the level, but that’s more error than death as such. More importantly, you can’t be killed even by all the explosions in the world. See this?

Ka-SPLODE

This does not hurt the Boombot, not one bit. For he is INDESTRUCTIBLE. Read the rest of this entry »

, , .

47 Comments »

I Am Not Smart Enough For Fantastic Contraption

By Alec Meer on August 5th, 2008.

I made this

I hated physics more than any other class at school. And not just because of the time my teacher slammed me in the side of the neck with an exercise book, causing me to black out for 3 seconds. It was mostly because my brain seems to have some inherent inability to accommodate the kind of thinking necessary to understand forces and elasticity and so on. Which is annoying, as thanks largely to videogames I now tend to think not ‘physics’ but PHYSICS!

So I recognise that Fantastic Contraption is a thing of brilliance (awful, awful music aside), and I get enormously excited when I manage to bodge together something that works. What I can’t seem to do is plan what should work. Apart from level 5, where my ever-destructive brain correctly surmised that a battering ram was in order. Knocking stuff over is something I do understand.
Read the rest of this entry »

, , .

29 Comments »

Totem Destroyer

By John Walker on July 22nd, 2008.

Sorry about the crappy quality here.

Everyone I know who tips me off for great Flash games has been nagging me to play Totem Destroyer. I did, and you know, it just wasn’t for me. I finished it quite quickly, and never really felt the love. However, wiser people did, so I pass it on to you.

It’s from the reliable Armor Games, made by Gabriel Ochsenhofer, and using Erin Catto’s Box2D physics engine, and involves removing blocks from a wobbly tower such that a golden idol doesn’t hit the ground. Remove the required number of blocks and win the level. For me it felt more about quick luck than any great application of skill in a world of physics. But perhaps you will enthuse – play it in your browser here.

, , , .

20 Comments »

Eco-Sperm Physics: Polluted Planet

By Jim Rossignol on March 25th, 2008.


It’s interesting (and occasionally horrifying) what you can dig up by typing random things into YouTube. I just discovered the beta test of a physics game, Polluted Planet (danger – initially noisy website), which is about cleaning up a level using oil-on-water type particle interactions. It’s a pretty clever piece of design, even though it locked up my browser a couple of times during play. Everything requires physics to defeat, and the terrain itself has a rubbery, flexible quality to it.

After the jump, the video that led me to it.
Read the rest of this entry »

, .

13 Comments »