Soft body physics games for iphone update#
Here is the source code that was used to update the position of the squares, and the corresponding views on the screen. The actual animation of the square on the screen would be left to the Core Animation background thread. The resulting position of each square would be used to set the target position of the corresponding UIView. When the timer fired, the model would be propagated 0.2 seconds into the future. There was a simple game loop, in the form of an NSTimer that would fire every 0.2 seconds. As is now well established in science, simple dynamical rules can lead to interesting and seemingly complex behavior.ĭuring this phase, I setup the basics of the game internals.
It was fun to just watch the squares cluster and move apart, and observe the effect of changing parameters such as the number and size of squares. The simulation I developed was not totally dissimilar to an astronomical simulation of a star field. Putting aside the sumo game for a moment, this was a very interesting exercise. Apart from these simple behavioral rules, the squares did not actually interact, so they could move right through one another. The rules of movement were quite simple: Squares would attack any nearby, smaller square, while trying not to go out of the ring. I began with square UIViews, and used Core Animation to move them around on the screen. I decided to take on a short, fun project unrelated to my work, and chose the sumo game. The game probably would never have been developed if not for a period of boredom around the 2008 Christmas break. I pretty quickly moved away from the ‘rolling’ sumos idea, but it took longer to realize that the tilt control was also not right for this game. Shows there is nothing new under the sun!) When fighting games like Street Fighter II, Fatal Fury, and Mortal Kombat became all the rage in the early 90s, the developers had a startling revelation - since they only had two characters on the screen at any time, they could devote more memory to adding extra animations to their bodies. The game consists of 8 unique levels:+ CLOTH+ GAS+ DIFFUSION LIMITED. (As an aside, a game like this, called iBot Sumo, is now in the App Store. 6 Soul Calibur Has A Whole System Dedicated To Breast Physics. An interactive game with particles, forces, physics, fluids and soft body. You would roll your Sumo by tilting the device, and try to knock other ball-like sumos out of the ring. The intention was that sumos would be controlled much like balls, ala Super Monkey Ball. The original concept was quite a bit different to the final game. At the time there were no similar games on the iPhone, and it seemed well suited to the device, so the idea stuck. In amongst a list of potential iPhone apps, one more ludicrous than another, was the idea for a sumo game in which you tried to push other sumos out of the ring. You can think of these structures as being like skeletons, or those magnetic toys that were popular. This is achieved through Node and Beam structures. In short, this means that physics objects (such as cars) are deformable.
The idea for Sumo Master was actually conceived by my brother during one of many iPhone app brainstorming email exchanges. Unlike most games, which use Rigid Body physics simulation, BeamNG is a Soft Body physics simulator.