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Topic: Irrlamb

You guys might enjoy this one:

https://www.youtube.com/watch?v=6iex-aMhUjM

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Re: Irrlamb

wow, great game if you're looking for an neverball alternative

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Re: Irrlamb

Looks pretty neat. Having the ball interact with objects in the environment has some potential.

- Physics now runs at 500hz

Geez, that's overkill! In comparison, Neverball's physics runs at 90hz.

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Re: Irrlamb

This game was on the old Neverwiki. Dozens of Neverball-like games on there.

Technically, Neverball physics are run at a variable rate. While the game loop does run the physics system at 90 Hz, within a single update the physics system is advanced in time toward the nearest collision without subdividing that time into fixed steps. This is a so-called collision-prediction system.

Neverball physics are surprisingly stable. With a conventional collision-detection system you'd need to invest a lot more work to get the same result.

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Re: Irrlamb

parasti wrote:

While the game loop does run the physics system at 90 Hz

    Ah, so that must explain what happened with timers going out of phase. I had a timer that lasted for 3.0s, and the path_corners were a 2.25 + 0.75 cycle. If you cycled several times it would no longer align with the other similar platforms. Probably that is because 2.25 = 202.5/90, and so it probably set the interval to 2.2444... or 2.2555... which drifts over time. When I changed the timers to 0.7 and 2.1 (or was it 0.8 and 2.4?), it worked perfectly AFAICT.

http://neverforum.com/fmpbo/viewtopic.php?pid=34398  The Levels Are Here!!!

Name pronounced /tʃə.ˈmɑd/ ("chuh-mod") followed by the digits "seven zero zero".

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Re: Irrlamb

That should not happen. Can you send me a map where that happens?

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Re: Irrlamb

I did over here: http://neverforum.com/fmpbo/viewtopic.p … 798#p34798

http://neverforum.com/fmpbo/viewtopic.php?pid=34398  The Levels Are Here!!!

Name pronounced /tʃə.ˈmɑd/ ("chuh-mod") followed by the digits "seven zero zero".