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View Code? Open in Web Editor NEWA whole bunch of nonsense personnal experiments with Android, LibGDX and Box2D
A whole bunch of nonsense personnal experiments with Android, LibGDX and Box2D
UI is too big on lower resolution devices
If a class in the model package only needs the box2d world, don't make it depend on the game engine to favour code reuse for other applications
Find a way more natural to orient the cannon, because the zoom/fling + buttons feels unnatural
So far UI is moving with background, needs to be fixed
The ore will be carried in convoys, made of a succession of ore containers daisychained together with joints
Need of a function able to build the shape of the asteroids for the physics engine
Inspiration:
http://www.emanueleferonato.com/2013/03/13/from-png-to-box2d-first-attempt/
stage should only be used for clickable items, which is not the case.
Remove it
If one of the spheres appears inside another shape it will get the entire convoy stuck
Using a textured meshed + squeletton from blender
So far, able to get initial time and final time
But also need the elapsed time at each frame to update the GUI and implement advanced charge behavior
For now progressbar illustrating the charge has weird behavior
To capture any convoy hitting the endpoint area
To try and see if any improvements
2 distance contacts instead of one central
Build a GameLogic class
Put everything physics, game actions related in it
Fix screen luminosity during game
So far, only gravity field is used
Need to use 3 vectors for each point of the grid for each color
Standard formula 1/r**2 falloff is too fast
Linear formula 1/r causes the field to be too wide and feels unnaturall
Find other strategy
Remove the use of stage from the game architecture
Instead use simple list of drawables to render
http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=2
And GameEngine should host render related code ?
To reduce computing consumption of physics
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