Some physics formulas for later

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Post #1by CaptainSwag101 » 27 May 2014, 23:28

I know it's a little early for this, but I have estimated some formulas for Mario's physics that we can use when we start making the main game engine. These formulas are only rough guesses, but I will be analyzing the physics more closely soon, so these formulas may change.

Mario's Jump Velocity (Vertical Speed, in Blocks per Second):
-2x² + 3
x = number of seconds since start of jump

Mario's Jump Velocity (Vertical Speed, in Pixels per Second, if each block is 32x32 pixels)
-64x² + 96
x = number of seconds since start of jump

Koopa Shell Kicked Speed (Horizontal Speed, in Blocks per Second)
4 blocks per second

If any of these formulas seem wrong, please let me know, and I will check or fix!
Also, if anyone else has some formulas, please post them here!
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Post #2by Kevsoft » 28 May 2014, 20:05

I've found this long time ago, when I wanted to try to make one :P

http://forums.mfgg.net/viewtopic.php?p=346301
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Post #3by CaptainSwag101 » 28 May 2014, 23:17

Thanks! I will begin analyzing this right away!

Added after 11 minutes 24 seconds:
Ok, since SMBX used physics from SMB3 (or very close at least), here is a rundown of the physics calculations from SMB3. Note that that all times are per-frame, or 60 times a second, meaning that our engine should probably update the physics 60 times every second.
Also, in SMB3, the P-Meter allows the player run at maximum speed (as if taking off, but not actually flying) even when he does not have a Raccoon Leaf, but SMBX only allows the character to run full speed when they have a Raccoon Leaf. What will this engine be doing?

Explanation of SMB3 physics:
http://ecm2015.studga.ru/_Downloads_/IMG_1766.PNG
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Post #4by Kevsoft » 29 May 2014, 1:02

As this engine will be configureable it probably will do both, but before the custom part, it will first orientated on SMBX.
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Wohlstand in interview:
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Post #5by Veudekato » 29 May 2014, 8:59

My channel (PlatGEnWohl news and tutorials , smbx tests):
http://www.youtube.com/channel/UC6h-42umT14iR1wa3VkOs3Q

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Post #6by Kevsoft » 29 May 2014, 11:13

Link is broken
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Wohlstand in interview:
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Post #7by Veudekato » 29 May 2014, 11:17

broken? for me it works
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Post #8by Wohlstand » 29 May 2014, 11:19


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Post #9by CaptainSwag101 » 29 May 2014, 21:11

So maybe when we create the engine, instead of having Mario's jump speed decrease over time, we can have a constant jumpspeed, which does not change, but a variable vertical speed which decreases by a global "Gravity" constant over time. So, when Mario jumps, set his VSpeed = JumpSpeed, then every frame while he is in the air, decrease: "VSpeed -= Gravity"

Added after 3 days:
This will allow us to easily make all objects affected by gravity to fall at once, by subtracting the gravity constant from each NPC and player's vertical speed during every game tick/physics update cycle.
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Post #10by Wohlstand » 11 Jun 2014, 22:36

We: me and Kevin thought and decided to use SMB3 physics for engine part as base physics. In original SMBX using SMB3 physics exactly. But I think, use optionally SMW physics.


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