Physics suggestion
Posted: Tue Aug 18, 2009 12:13 pm
Some levels start with everything on the field at a dead stop. Nothing is moving the slightest bit. Yet at the end of the level, you can encompass >99% of the level's mass and be moving at high speed!
What's happening is that you can get free acceleration from the immovable walls. For example, say you're travelling at speed and you want to come to a stop without losing any of your mass. Fire some mass out at the wall in front of you. This will slow you down. Then when it comes back at you, it will hit you head on and slow you down even more. This also works in reverse, putting no limit on how much you can accelerate (well, I'm not sure about "surface tension" effects of balls colliding), even given a small amount of reaction mass.
The trick will still work in the real world - think of an astronaut with a basketball outside of the space station. If he wants to zoom off into space, he can bounce the basketball off the space station over and over. Throwing the ball accelerates him backwards, and so does catching it. But the reason he's accelerating backwards is because the very massive space station is experiencing an equal force and accelerating a tiny bit the other direction. So the acceleration isn't free.
So do the same thing for Osmos. When mass hits a wall, accelerate the walls! This doesn't have to be difficult- you can equivalently keep the camera locked to the reference frame of the walls and accelerate all the objects the opposite direction. The mass term cancels out so you don't have to pick an arbitrary value.
The end result is that while it would probably take an exceptionally sharp eye to notice the tiny acceleration, when you're done with the level and hold 100% of the mass, you will be at a dead stop at the level's center of mass. I think this would be really cool; no matter how chaotic and crazy you play, and no matter what angle and pattern you fire mass, each collision cancels out a certain amount of its energy and the level reduces to a single coordinate and mass.
What's happening is that you can get free acceleration from the immovable walls. For example, say you're travelling at speed and you want to come to a stop without losing any of your mass. Fire some mass out at the wall in front of you. This will slow you down. Then when it comes back at you, it will hit you head on and slow you down even more. This also works in reverse, putting no limit on how much you can accelerate (well, I'm not sure about "surface tension" effects of balls colliding), even given a small amount of reaction mass.
The trick will still work in the real world - think of an astronaut with a basketball outside of the space station. If he wants to zoom off into space, he can bounce the basketball off the space station over and over. Throwing the ball accelerates him backwards, and so does catching it. But the reason he's accelerating backwards is because the very massive space station is experiencing an equal force and accelerating a tiny bit the other direction. So the acceleration isn't free.
So do the same thing for Osmos. When mass hits a wall, accelerate the walls! This doesn't have to be difficult- you can equivalently keep the camera locked to the reference frame of the walls and accelerate all the objects the opposite direction. The mass term cancels out so you don't have to pick an arbitrary value.
The end result is that while it would probably take an exceptionally sharp eye to notice the tiny acceleration, when you're done with the level and hold 100% of the mass, you will be at a dead stop at the level's center of mass. I think this would be really cool; no matter how chaotic and crazy you play, and no matter what angle and pattern you fire mass, each collision cancels out a certain amount of its energy and the level reduces to a single coordinate and mass.