RE: Anyone into Android programming?
July 6, 2015 at 8:45 pm
(This post was last modified: July 6, 2015 at 8:54 pm by bennyboy.)
Understand that Unity uses NVidia's PhysX engine, which includes gravity, friction, rotational momentum etc. already built in.
1) To make the snooker table, you should use blender or maya and just model them. You can probably find a free table mesh online that you can download, but it shouldn't be hard to just make your own.
2) If you put a bunch of balls with Rigidbody components, then the basic physics is already taken care of, no programming or additional calculation required. Right now, you can go do this in literally 1 minute.
3) The reason they don't bounce is that you are probably still applying your force, which is identical to the bounce velocity, i.e. just let go of the controls, and the ball should bounce. Or see #4.
4) You can create a "Physics Material" which will set the bounciness, friction, and some other things of an objects material. Zero friction is fun, and is how I got my ball to move through the slide without getting stuck due to friction.
5) Yep, you can do this, too. That's why if you look at my demo game, the Earth is rotating-- I'm applying a horizontal force, and it automatically starts rotating due to friction from the floor. You can also set the center of gravity to affect how the rotation works.
Making some balls bounce on a virtual table should be easy. Getting it to properly match the physics of a real table and balls will be almost impossible, I'm guessing. But just because it's not a perfect physical simulation doesn't mean it won't be a fun game, and good enough to convince non-pros.
1) To make the snooker table, you should use blender or maya and just model them. You can probably find a free table mesh online that you can download, but it shouldn't be hard to just make your own.
2) If you put a bunch of balls with Rigidbody components, then the basic physics is already taken care of, no programming or additional calculation required. Right now, you can go do this in literally 1 minute.
3) The reason they don't bounce is that you are probably still applying your force, which is identical to the bounce velocity, i.e. just let go of the controls, and the ball should bounce. Or see #4.
4) You can create a "Physics Material" which will set the bounciness, friction, and some other things of an objects material. Zero friction is fun, and is how I got my ball to move through the slide without getting stuck due to friction.
5) Yep, you can do this, too. That's why if you look at my demo game, the Earth is rotating-- I'm applying a horizontal force, and it automatically starts rotating due to friction from the floor. You can also set the center of gravity to affect how the rotation works.
Making some balls bounce on a virtual table should be easy. Getting it to properly match the physics of a real table and balls will be almost impossible, I'm guessing. But just because it's not a perfect physical simulation doesn't mean it won't be a fun game, and good enough to convince non-pros.