Flave, a new open source AS3 Verlet physics engine

Do you remember Luis Fernando Silva?

He released a Box2D platform engine some months ago, and now I am publishing his last work, a Verlet physics engine.

If you need more information about Verlet integration, check this post.

This is what Luis says:

« So, I was developing a small physics engine for a game of mine (Flash Physics Engine v2), and the thing started to get bigger and take shape of a real physics engine, or atleast with enough features to run a ragdoll simulation.

I’ve received feedback from some guys at FGL and so I decided it was time to release it as open source! After commenting each line of code as much as I could, after 2 weeks of bug-testing to remove some instability and after an afternoon coding some samples, I have here packed for you guys at the blog the v0.6b version!

As you can guess, it’s a verlet engine so it isn’t as stable as rigid-body engines like Box2D or Motor Engine, and the only real solid there is the particle primitive. Which is a small circle (how exciting!). But since your blog gets so many hits from all kinds of coders, I tought maybe (like with my other samples posted on your blog), some more skilled coder could improve it into something better! »

This is a demo completely developed with the engine:

Use arrow keys to navigate through the 10 samples.

Besides the engine itself, it’s a great example of solid OOP programming, with a lot of comments in the source code.

Download the source code.

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17 Responses to “Flave, a new open source AS3 Verlet physics engine”

  1. Luiz Fernando on January 18th, 2010 5:00 pm

    Thanks for publishing it, Emanuele! :D

    It might sound funny, but there’s a 0.6.2b already, fixing some bugs and adding a CS3 support.

    Here’s the link:

    http://www.mediafire.com/?zywiindbdd2

    I’m actually hosting a SourceForge page, later I’ll comment here with a link!

    Thanks,

    -Luiz

  2. Luiz Fernando on January 18th, 2010 6:26 pm

    Ohwell! Gosted on SourceForge!: https://sourceforge.net/projects/flave/

    For now on, all updates will be uploaded there :]

  3. Fardeen on January 18th, 2010 6:38 pm

    Cool !

    Please put it on google code. I like to be able to use externals with SVN.

  4. Luiz Fernando on January 18th, 2010 6:46 pm

    Google Code happens to be a pain in the arse. But I’ll give it one more try!

  5. wrobel221 on January 18th, 2010 6:50 pm

    Really great examples and great engine. Have you already optimized the code or it will be done just before version 1.0?

    Thanks for sharing it

  6. Luiz Fernando on January 18th, 2010 7:38 pm

    http://code.google.com/p/flave

    GoogleCode page now up!

    @wrobel221 I have optimized as much as I code, but there might be better and faster methods to do some of the tasks the engine does. I’ll be looking forward each release to look at this different methods.

    Thanks!

  7. mmankt on January 18th, 2010 7:46 pm

    hm nice work but from the game makers point of view it’s still better to work with box2d. Anyway i admire your effort and i’ll definatly look into your code cuz the circle – line collsiion stuff is a great start for my particle engine.

  8. Luiz Fernando on January 18th, 2010 7:58 pm

    Yes, it was for learning only. Although I see some potential on the ray-casting engine (altough it’s a little slow right now).

  9. vitaLee on January 18th, 2010 8:00 pm

    Luiz why don’t you host your project on GitHub?

  10. Pedram on January 18th, 2010 8:44 pm

    Grate, it’s very easier than box2d but it’s not complete yet,
    thanks for publishing,
    good luck,

  11. Luiz Fernando on January 18th, 2010 9:30 pm

    I’ll try to upload to all websites that have an easy updating scheme (SVN, for example)

  12. Guest on January 18th, 2010 10:25 pm

    Thanks for sharing…. i like the samples but i noticed that the collisions had issues at high speeds

  13. mmankt on January 18th, 2010 11:35 pm

    yeah , it looks good. i see shadows being drawn by connecting those lines;) with som eoptimisations it should be pretty great :)

  14. Vlad on January 19th, 2010 7:36 am

    If you go to the FLAVE part (10/10) and drag the middle vertex from E into the middle of F, it starts having fun on its own ! :D

  15. dVyper on January 19th, 2010 12:27 pm

    That second ray-casting example is excellent :D

  16. Kaustav on January 20th, 2010 4:59 pm

    I think its quite good. I am very interested in how you managed collision response for the joints between the balls. Do you use broadphase optimization?

  17. Sharedtut on February 1st, 2010 6:15 am

    This is impressive, have you try playing with the Z-Axis to see if a 3d box can be created with this same code?

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