Mr Walaber has recently come to some fame. His gorgeously wobbly JellyCar physics game is now available on the Xbox Live, as part of the XNA doodah (this stands for “XNA’s Not Acronymed”, in a peculiar moment of Microsoft doing a Free Software gag). (Head here and you can play it on your PC). But we’re here today to look at his next game, Gymnast.
Posts Tagged ‘physics’
By John Walker on February 26th, 2008.
Emil Ernerfeldt is studying at Umeå University in Sweden. For his masters’ thesis project, he’s developed a 2D physics engine, Phun, that’s part toy, part educational medium. He describes it thusly:
“Phun is an educational, entertaining and somewhat addictive piece of software for designing and exploring 2D multi-physics simulations in a cartoony fashion. It is part of our long term mission to bring visual physics based simulation to the masses. The application is developed for Umevatoriet, Umeås new science center, where it will run on a large interactive display, but you can also download it and run it on your own pc.”
By Jim Rossignol on October 20th, 2007.
I feel blessed to have uncovered the perfect salve for my worsening hangover, just as the right time. Splume, a beautiful little puzzle game that I found thanks to the perpetually high-quality bloggery over at IndyGamer, is just the right mixture of increasing challenge and neat design to soothe my poisoned body. It was designed for some game design competition and you have to install their web-browser plug in to play. I have it on reasonable authority that this is an okay thing to do.
So it’s a kind of Tetris-Peggle physics ‘n’ matching game. Eyeballs watch, music plays, things drop and squish. You’ll like it. There’s even a level editor and a bunch of exquisite user-made levels. And there goes my afternoon/evening.
Should note, this is the work of Matthew Wegner who runs the excellent Fun Motion blog, dedicated to physics games. – John
By John Walker on September 19th, 2007.
Fun Motion spot this enticing looking physics game. A jelly-based physics game in fact, featuring wobbly cars made of jelly:
Vid 1: (quite short)
Longer, more detailed version if only you would click.
Read the rest of this entry »
By Alec Meer on September 13th, 2007.
Sad and good news at once – kind of like a puppy being born then immediately exploding.
Penumbra: Overture, the creepy indie physics-based adventure game spun out of an impressive tech demo, is to get a sequel, one that ties off its story’s various loose ends. Trouble is, it was supposed to be a trilogy. Now it’s a mere duology, like the Kill Bill films or albums by the UK band behind the best-ever number one single that’s probably about something to do with ejaculation but no-one’s really entirely sure, Frankie Goes to Hollywood.
After the jump: no more unnecessary pop-culture references, promise.
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By Tim Stone on September 2nd, 2007.
When my lottery numbers finally come-up and I start assembling the dev team for Total Transport Simulator (a combo plane/train/automobile/ship sim) Pierre-Michel Ricordel is going to be the first person I call.
He’s the bloke responsible for extraordinary freeware truck sim Rigs of Rods. Imagine a hybrid of 18 Wheels of Steel, Bridge Construction Set, and Garry’s Mod, and you’ll probably just strain your brain. Far better to download the thing, together with a few choice add-ons, and experience the amazing vehicular physics first-hand.
Don’t quit before you’ve driven a Tatra lorry into the belly of an Antonov cargo plane then taken off, messed around with at least three types of truck-mounted crane, and tried a spot of rock climbing in one of the big-booted, insanely flexible, crawlers.
By Jim Rossignol on August 14th, 2007.
I’ve just picked up on Hammerfall via the ever-excellent physics-game site Fun Motion, who in turn discovered it on the Russian-language game development forums at GameDev.ru. The game’s hour-long demo was posted as an example of work-in-progress – and it’s looking fairly polished.
Hammerfall’s concept is simple: it’s a 2D weapon-swinging game. However, the weapon swinging is a little offbeat, since you’re the pilot of a steam-powered clockpunk helicopter-thing, which has a weapon dangling from it on a chain. You start out with a rock, and end up with hammers and big shiny switchblades. Using these whirling weapons you have to fight off a series of enemies, swarm shoot ‘em up style. Evil night maggots and airship-eating wasps, as well as other heli-weapon pilots, all mean that mastery of your martial pendulum-device is essential. It made me feel a bit weird, perhaps dizzy in two dimensions, or something.
Hmm, I don’t think my screenshot quite captures the action… Anyway Hammerfall’s tiny skybound fantasy universe is just beautiful and I recommend it to all. As long as you don’t mind being referred to as “The Gaiar” by your weapon-whirling tutors.
By Jim Rossignol on July 31st, 2007.
Check out this video in which an academic physicist discusses (with some surprise and awe) the physics systems demonstrated in a homebrew vehicle simulation, Rig Of Rods.
The actual system, which includes absurdly realistic elements such as chassis bending on large vehicles, can be found here. I don’t believe there’s any games using this level of physics yet, but I don’t suppose it’ll be long before someone picks it up. The blog for Rig Of Rods has gone quiet – a tell tale sign that its author has bigger things to worry about?