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Cheating Gravity

Archive: 8 posts


Anyone who has taken a basic physics course of any kind knows that gravity is not a force, it is an acceleration. Now, because of this, there should be quite a few ways to cheat gravity in LBP2.

First of all, you could have nearly every single object have different accelerations, resulting in the allusion that gravity affects everything in the level differently. Now, I know there is already a setting for "how affected by gravity is this object" or something like that, but this allows for more flexibility. For instance, you could have things that have "gravity" accelerating them up and thing that have "gravity" accelerating them down, and even from side to side!!

Secondly, with a little advance logic, this may allow for localized gravity. Hear me out. If, and this is a big If, if there is a way to change the direction of the acceleration, you may be able to localize gravity. Say there is a round orb of dark matter. Say you wanted the gravitational acceleration of an object to point toward the center. Well, depending on how the mover that is providing the acceleration, you may be able to do this. I'm still not certain on whether or not rotating an object rotates the mover and therefor change the direction of the acceleration. But, if so, then there are a few ways to make it so that the object always accelerates toward the center of the object.

If anyone has any more information on how this mover works that pertains to this topic, please PLEASE post it here.
2010-08-25 20:17:00

Author:
dr_murk
Posts: 239


Well, with my good friend basic science course, I learned that was gravity IS a force, but enough of my science teacher's incompetencies.

I don't think this is the way LBP2 gravity will work. I believe it will be global, and the movers will only increase or decrease the force of the global gravity.

This global gravity will, most likely, only draw things to the floor or ceiling.


But, I'm not here to tear ideas down, so you may be right.
2010-08-26 08:30:00

Author:
tomodon246
Posts: 624


Anyone who has taken a basic physics course of any kind knows that gravity is not a force, it is an acceleration. Now, because of this, there should be quite a few ways to cheat gravity in LBP2.

Actually, the gravitational force is a force. Indeed there are only 4 forces (electromagnetic, gravitational, weak nuclear and strong nuclear) from which all other forces are derived. Now, the acceleration due to gravity, defined by (F=ma), is an acceleration. I took more than just basic physics

Now that is cleared up, yes all of the above is possible to achieve with movers, although you'd be hard pressed to create and inverse square law for your gravity well (I think however, that a simple linear reduction in strength against distance would suffice). There is also a topic on this somewhere I believe. Though they are concerned with getting sackbots rotated to walk on walls etc as well.

If you want to reproduce the flash game Red Remover (look it up, it's simple but good), it would be very simple in LBP2.
2010-08-26 09:37:00

Author:
rtm223
Posts: 6497


sounds plausible and no doubt you'll be able to accomplish something along those lines, but you can't take real world physics/gravity and apply the same effect on algorithms that emulate said effect.2010-08-26 20:21:00

Author:
GribbleGrunger
Posts: 3910


Im not saying it would be perfect. I'm saying that if there is a way out there to make localized gravity, THIS would probably be the best way IF its even possible, and rtm seems pretty confident that it is.2010-08-26 21:33:00

Author:
dr_murk
Posts: 239


I would imagine it would be pretty simple, maybe there is the globalization switch (I forgot what it's called) and gravity starts and or stops, and to make sure the whole level doesn't just start floating, I think objects will only start floating about when you push/touch/pull them.2010-08-27 02:34:00

Author:
Pantyer2
Posts: 652


Oooooh! Rtm mentioned my thread! <3

haha
Yeah, we had a pretty long disccusion about the possibility of localized gravity and how effective using movers would be in order to bring it about, although as Rtm said, lots of what we talked about pertained to Sackbots because we were trying to think of a way to have a sackboy (/bot) 's gravity change so he could run towards a wall, then run up it.
I believe we should just wait for the game and see. That's the best answer I could find anyways.
2010-08-27 14:19:00

Author:
LukeCF
Posts: 790


When it comes to gravity, the one thing I want is to be able to change the DIRECTION of gravity so I can create levels where you can walk on the ceilings or on the walls, and jump up relative to that surface. Very similar to the mechanics in Death Egg Zone from Sonic 3 and Knuckles or Crazy Gadget from Sonic Adventure 2. I would REALLY like that. So far all I see gravity-wise is changing how you and objects move in an environment...no relative "floor-changing".2010-08-27 14:26:00

Author:
synchronizer
Posts: 287


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