Attempting physics
My cog logic was working, but I knew I would need to add more complexity to the system soon. I felt it was important to consider whether using entirely kinematic cogs was the right way to go, or whether making the cogs physics based would open up more possibilities.
I thought that physics might solve:
- More realistic cog movement (because the teeth would actually be pushing each other)
- Easy to add variation to cog shapes (e.g. mutilated cogs - technical term)
- The balls colliding with the teeth and falling down the same layer as the cogs themselves, rather than the convoluted foreground layer of “pie-wheels” (not a technical term)
I expected that a physics-based method would be too unreliable, but I wanted to try it and see for myself.
I was right! No surprise, but cogs and gears require a lot of precision to move correctly. It’s possible this could be achieved with a strict grid system and careful design, but that didn’t seem like a time investment that would be worth the effort. Unfortunately I don't have a screenshot as I messed up my git branches in the process... so you'll have to take my word for it!
Cogs! Sandbox & Puzzles
Build gear systems to your heart's content!
More posts
- Closing Cog-itationsJan 19, 2022
- Taking stockJan 14, 2022
- VisualisationJan 14, 2022
- From colliders to mathsJan 14, 2022
- Partial cogs & player goalJan 14, 2022
- Compound CogsJan 05, 2022
- Cog LogicJan 05, 2022
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