Game Development Reference
In-Depth Information
> eat bananas
You greedily eat the small bunch of bananas, which appeases the hunger, but
only momentarily. It comes back almost immediately, stronger than before. As
you let loose the rope end, it slides back to the lower level.
> undo
Last action (“eat bananas”) reverted.
> tie rope to box
You tie the rope to the hook on the top of the metal box.
> push box
The box is quite heavy, but you manage to push it off the edge. It swings
reluctantly, but quickly gains momentum and smashes right into the glass pane,
shattering it completely. You can see a lot of reaction from the people behind the
reflective wall. You *think* you see one of them handing money to another.
> eat bananas
You take the large banana bunch and eat it quickly, to your great satisfaction.
This seems to have driven off the hunger, and you feel pleasant dizziness and
comfort. You fall asleep.
Free-Hanging Ropes
First, let's talk a bit about free-hanging ropes, which are, in fact, just general
sets of connected points that apply impulses to each other. Ok, not quite general,
since linearity enables a lot of optimizations. For instance, ropes can be made en-
tirely unstretchable by just applying positional segment-length enforcement start-
ing from the connected end (see Figure 8.1 ) . It's a bit harder if both ends are
connected—one approach is to apply the enforcement several times, alternating
the ends.
Another observation is that it's also possible to have a “perfect” solution
for the rope's points' velocities in linear time. Here we are solving for contact
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