/Niels
particle system in an iso engine
As far as implementing a particle system where every object has mass so that gravity can act on it, then you will want to store your objects in a 3D world. If you are storing it any other way, then you have a very very hard mission in front of you. Every object should contain a ordered triple (X, Y, Alt). The values of the triple should be relevant to your map system and not pixel location. Normally what I do is have X, Y be the 2D position on the map and Alt be the altitude off the ground.
With these three values, you can perform gravity functions using real physic functions (if you want, but it is slower) or basic fake-physics functions (which aren't as accurate as real physics functions but are faster). That's your call.
Good Luck.
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Dino M. Gambone
http://www.xyphus.com/users/dino
Good judgement is gained through experience. Experience, however, is gained through bad judgement.
Dino M. Gambone
Good judgment is gained through experience. Experience, however, is gained through bad judgment.
Currently working on Rise of Praxis MUD: http://www.riseofpraxis.net/
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Good Luck.
PS. Why don't you check out some of the documentation at my web page (http://www.xyphus.com/users/dino/). It may help you in this situation. I know Tanstaafl enjoys them.
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Dino M. Gambone
http://www.xyphus.com/users/dino
Good judgement is gained through experience. Experience, however, is gained through bad judgement.
Dino M. Gambone
Good judgment is gained through experience. Experience, however, is gained through bad judgment.
Currently working on Rise of Praxis MUD: http://www.riseofpraxis.net/