I guessit is a matter of how realistic you want the simulation to be.
You ar right there are simpler ways to accomplish the same thing
without resorting to the number chrunching and physics, but I always
attempt to look at it as any other college trained programmer would
rather than from the novis perspective. I don't mean this as an
insult, but the way I personally think. Once trained in college level
math, higher level programming languages, etc its hard for me to go
back and see things the way a novis programmer might given the same
problem to solve. That's why I suggested using a bit of physics to
determine how fast the barrels roll down the ramps based on their
weight and the slope or angle of the ramp, and you might even
calculate friction if you are going in for ultra realism here.
All the same you are right. If a developer doesn't care about the
realism setting a speed and having them roll down the ramps at x speed
without factoring physics is totally possible. In the end I'm pretty
sure the end player won't care because they won't know. This is
probably that programming guru factor at work again. :D
On 7/26/11, dark <d...@xgam.org> wrote:
> I'm afraid tom my worrying brain now says, why worry about the maths when
> you can just have a section of ground reached by mario where the barrels'
> movement is different?
> That would achieve the same end, namely have differences in landscape that
> dictate how the barrels roll and alter the timing required of the player,
> but not actually require any mucking about with physics, just alteration of
> the time of the barrels in specific level areas accordingly, maybe with a
> sound to differentiate them, like a metal floor to the ramps instead of a
> wooden floor for the ldges ;d.
> Beware the grue!
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