A new version of this scenario was uploaded on Wed Apr 25 07:58:15 UTC 2012
Scrapped the really slow filter that I'd found. It wasn't optimised and didn't add too much to the effect (in my opinion). I'll add shadows in next etc. However, for now, things should just move for you. Source provided.
This is the article I found. Do have a read for the theory.
http://www.emanueleferonato.com/2007/06/10/creation-of-realistic-spheres-in-flash-with-textures-and-masking/
A new version of this scenario was uploaded on Wed Apr 25 08:20:06 UTC 2012
Couldn't help but add an Earth!
Balls also have random starting positions now.
I'm going to add a shadow next (with a simple casting effect from light actor) and will also look at writing a fast displacement map filter. The filter I obtained isn't quick. A dirty approximation is all that is required and gives me a new challenge!
I'm going to add a shadow next (with a simple casting effect from light actor) and will also look at writing a fast displacement map filter. The filter I obtained isn't quick. A dirty approximation is all that is required and gives me a new challenge!
Hi SPower, that shine effect is the displacement map filter I mentioned.. :) There is a filter available on the net, but it isn't tuned.. I would like that shiny look ASAP.
See my 2d bump map and light demo:
http://www.greenfoot.org/scenarios/4933
I found an article and source for how to do this. I just need time now to mash the two together!
I understand, and it's a great effect! I will wait for the light effects.
A new version of this scenario was uploaded on Sat Apr 28 12:25:22 UTC 2012
Updated with light and bump filtering. A little disappointing, given the size of the balls. I need to increase them and the effect will look better. Space toggles on/off filtering.
A new version of this scenario was uploaded on Sun Apr 29 10:15:33 UTC 2012
A little happier with this effect. Although it's still a little slow (there is some optimisation to do). I've also got to deal with blacks; which don't 'shine' yet.
A new version of this scenario was uploaded on Sun Apr 29 23:37:34 UTC 2012
Discovered that i'd artificially shrunk the balls. They are now the correct size.
I thought of another technique to speed up the lighting.
Those with black boxes are new variety.
Anyone like to comment on the look in terms of realism??
The movement is really realistic right now! What would make it even more realistic, is let the balls touch each other and than, let the other ball move in the direction the other ball hit him.
To explain it a little bit better:
Let's say there are 2 balls, ball 1 and ball 2. Ball 1 is moving, ball 2 is doing nothing. If ball 1 touches ball 2, ball 2 will move.
Yep, SPower. That's where I'm going to go with it. However, work has taken over my life again. Might be a while before I get back to this; given a nice trip to europe at the end of the week.
A new version of this scenario was uploaded on Sat May 12 10:45:51 UTC 2012
Ok, spent a few hours this morning learning about elastic collisions. Now implemented. I've refactored the code an awful lot and will publish when I've added light effects. Yep, I've run out of time as I'm heading to a weekend away with family. Thought I'd upload a taster.
A new version of this scenario was uploaded on Sat May 12 10:49:02 UTC 2012
Earth was missing.. Lol
Great! But one question: why do you have the 'with-source' tag, while you didn't post the source code?
A new version of this scenario was uploaded on Sun May 13 19:54:19 UTC 2012
Ok, not had a chance to put light source in yet; therefore I'll post up the rough and ready code.
A new version of this scenario was uploaded on Sun May 13 21:41:09 UTC 2012
Added the alpha mask code. Do you see the difference between the two sets?
A new version of this scenario was uploaded on Mon May 14 18:55:33 UTC 2012
Added code to ensure balls are added into space and are shown on load (rather than start).
There is a known problem in which balls collide and pin against each other. This is when three collisions or more occur at the same time. I will look and fix this soon.
Time for tea.
This is cool, I'd recommend adding some type of intersection depth code which will push the balls back when intersection occurs because sometimes the balls fuse together.
This is cool, I'd recommend adding some type of intersection depth code which will push the balls back when intersection occurs because sometimes the balls fuse together.
Thanks Spilli, thats what I plan today. Add code to move balls back to when they actually hit and prioritize the collision order. This should then ensure the balls never cling to each other. I'm also just putting a movable light source in and considering how to put ball reflections into a ball!
A new version of this scenario was uploaded on Tue May 15 19:01:02 UTC 2012
I've cleaned up some of the method overrides in the AlphaMasked & Skinned classes.
I've also hardwired a rotate to the balls for now. This is in preperation of spin.
F1 - Show boundarys
F2 - Hide Boundarys
F5 - Stop movement
F6 - Start movement
A new version of this scenario was uploaded on Wed May 16 14:42:22 UTC 2012
Clingy ball syndrome fixed. Light actor added. Next is to add light spot and shadow to each ball based on distance and direction from light.
A new version of this scenario was uploaded on Wed May 23 22:26:11 UTC 2012
Had 5 mins to mess around with circular gradient fills tonight. Looks like the lighting is simple to perform. Drag the light source around (the yellow star).
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