#physics2
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cheesemenace · 4 months ago
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i dropped my physics class 😍 i feel free 🙏🙏🙏
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bnsfrailway · 1 month ago
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kirchoff? i’d rather jerk off! #physics2
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oneterabyteofkilobyteage · 1 year ago
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original url http://www.geocities.com/physics2/ last modified 2008-01-02 20:30:31
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candy8448 · 1 year ago
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GCSE RAMBLES
GCSEs have started and i know im gonna ramble and rant a lot about it so here is a lil masterpost so i can look back on panicing past me one day
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Titlecard
Outside of exams
Silly drama comentary (totally revision) | Science mark scheme | bio 1 memes | maths advise | chem1 nerves | the ppl who follow me | need mutuals | p&c anthology notes | englit important things to know | weeks 1-2.5 memes | not getting study leave | englang1 memes | memes weeks 2.5-4 | one more exam... | week 5 memes | gcse slander
Week 1
First day! :0 (rs, drama) | Biology and silly english stuff)
Week 2
EngLit1 =_= | French and History | Maths n RS | Chemistry
Week 3
Englit2 (questions) | Physics1 | Englang1 | French writing
Week 4
Maths2 | History2 | Englang2 | Bio2
Week 5
Maths3 | Chem2 n History3 | Physics2
Post exams
Predicting my grades | prom outfit | prom | advice for next year | gcse results
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walker-dev · 1 month ago
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Storm the Core Dev #1
To realise the game idea, I've developed a small draft of the game.
To start off, I focused on the player ship and the movement. I specifically wanted the space feel via having the player movement represent the inertia of the spacecraft as it floats around the area. I didn't want an asteroids like behaviour however so I've added linear dampening to the Physics2 behaviour of the player object.
I've randomly spawned an example enemy type onto the field. Notice in the video how each enemy displays a shield when they are hit, indicating a hit mark. I want to point out how each enemy object has their own unique shield that spawns with them. See, this doesn't seem like much but GDevelop is so ass to work with. Trying to figure out how to have each object type spawn their own object while also having both objects linked together was a huge hassle and wasted so much of my time. I'd rather be using Godot; at least that actually uses programming code to make the game.
Also note the addition of the two turrets on the player's space ship. Kinda proud of that, actually. The way it works is that the weapons are generated via a loop. I've built in on the player's spaceship four hardpoints to mount weapons or other devices. This allows for other weapons and items to be mounted onto the player's spacecraft.
This is a small prototype that enables future additions to the game to be implemented much easier than having to remake systems that aren't forward looking. Pros to being a computer science student I guess.
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potatooooo0w0 · 3 months ago
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DevLog2 - "Magic Dash"
In this Devlog, I will be creating the mechanics of my game. First I will start with making the "Dash" mechanics. The "Dash" will be like a combination of "Angry bird" and "Ori", player will begin to cast a magic which stops the movement of player, and after the magic is casted, the player can drag and aim for the destination to dash to.
But we will just be creating the "Drag & Dash" part in this log.
What first come to mind is the "slingshot" of the angry bird. A line will be dragged from the character. To create it, I found a video guiding through how to create "Squaremoji", which has the feature of "Drag and Launch". And I implemented the launch logic into the game as well.
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This logic will need be using the "Behavior" of "Physics2" so I added it to the "Green Guy".
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But something weird happens when the character is moving. The character is having two physics logic affecting the movement. So I disabled the "Physics2" which is triggered only once, and it works fine.
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There's a little arrow pointing to the opposite side of the direction from the character to the mouse, pointing towards the destination.
***A weird bug found*** The "Physics2" doesn't work after pressing the "Windows Button" (Trying to screen record it with Windows+G)
A rough design is starting to show the gameplay of "Magic Dash", everything is going well now.
~Thanks for reading my Blog~
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physicsspark · 5 years ago
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Do you want to learn physics in an effective fast way?
Downlaod Bright Spark app for free now!
https//:towardbrightspark.com
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marginquotes · 8 years ago
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Roses are red, electrons are negative
physics professor
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persephoniia · 7 years ago
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lol VERY afraid that i won’t graduate on time bc of all the liberal arts credits i need still
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clairethespacelady · 5 years ago
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100 Days of Productivity
7/100
I'm working on my calc notes for this week. We just got our first big assignment for Calc2 this morning. My professor spent a little too long reviewing number lines and now I feel like I've barely learned anything new. I need to work on my labs for astronomy and physics2 tomorrow but I doubt I'll be getting enough calc 2 done tonight.
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stem-tutor-vinu · 4 years ago
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"Make the Impossible Possible." . Customer feedback on General Chemistry Lab Exam in Summer 2021. . Contact us today, be the best student in the class. . . . #physictutor #chemistrytutor #mathtutor #calculustutor #physicslabs #chemistrylabs #examhelp #examtime #assignmenthelper #academichelper #assignmenttime #assignmentwriting #onlineexam #onlineexams #exampreparation #examprep #studentswork #collegestudents #examresults #studentsabroad #collegetips #homeworkhelp #homeworkhelper #quizhelp #quizhelper #Physics2 #generalchemistry
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anciensattire-blog · 7 years ago
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For the science freeks and Einstein addicts. #science #alberteinstein #sciencstin #sciencefreek #physics #physics2 #modernphysics #theoryofrelativity #clothingstore #clothing #teez #tee #clothingbrand #wecareandshare #whitetshirt
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femininealchemist · 2 years ago
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God's Light...
“LET Their BE Light! & Their WAS Light. Gen 1:3 Light holds EVERYTHING together. Light is SOUND & VIBRATION. My argument is that Light is a manifestation of God's power, providing us with the ability to see and understand the world around us.The Speed of Light is: 1. One of the Fundamental constants of ALL Physics2. The limiting factor in the universe 3. Binds everything in the Universe…
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aetheriet · 3 years ago
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Racing Game Post Mortem
Coming into this game I didn't have a very clear idea of how I wanted the cars to actually move. This resulted in a lot of time spent creating and scrapping different movement implementations wasting a lot of time. My final implementation while it did help me learn how to use tweens in GDevelop, was a bit overcomplicated as I could have instead used the Physics2 behaviour built into the engine. Using this would also improve collisions in the game as the current implementation doesn't work well when sliding against other objects.
As a racing game prototype I had chosen to focus on the movement and power mechanics of the player's car. Obviously a racing game needs cars for the player to race against. This could either be AI cars or cars driven by other players. However given the small time frame and limitations of GDevelop I purposely decided to not spend time implementing these features.
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physicsspark · 5 years ago
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Download PhysicsSpark app for free and start learn physics in a fun way!
https://towardbrightspark.com
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code-x · 3 years ago
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Asteroids-Like Post-mortem
As before, I continued my game development based on my interpretation of Tracy Fullerton's book Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition, chapters 7, 8 and 10. However, I decided to skip the physical prototyping and start with digital prototyping. This was solely due to time constraints for the prototype. As this was an Asteroids-Like, a lot of emphasis was put on how the controls moved the player and the players feeling of movement in the game. This was achieved with the help of the Physics2 engine built into GDevelop, and the playtesters did respond in kind to the movement. However, also, through playtesting, an invisibility bug was found. This bug happened when your shield was low, and you flew over an asteroid that was spawning. This would kill the shield and screw with the Physics2 engine, causing the player to become invincible, thus causing the game to no longer have a fail state, meaning it no longer became a game. A fix for this was found, but it did take some time and rearrangement of code. Later, playtesters were unable to replicate the invisibility bug.
Most playtesters did enjoy the prototype, but some found the game’s objective missing as they thought it was just a straight Asteroids clone, but once the objective was explained, they found the game enjoyable. The lack of a clear objective could be recertified in later iterations of the prototype by adding some mission text at the beginning of the game.
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If I were to change anything about how I developed my prototype. I would have liked to have had more time to flesh out the prototype as a lot of ideas had to be left out. Some of these were the enemies that attacked you and the ship mini bosses and boss battles, as well as a shop to upgrade your ship and powerups that would be dropped from enemies.  Playtesters gave some ideas while playing that would have also been nice to implement. One Idea was to add a section to the later-to-be-developed shop for the space station so you could add weapons to the shop so they could assist in the battles and protect themselves. Also, as mentioned above, I would have added some mission text to the game so players would know the objectives of the game.  
If I were going to change something about the design of my prototype, it would be how you unload rocks at the space station. Currently, you fly close, and the rocks disappear from your inventory. I would like it to feel a little more involved, like an arm extending out of the space station that you hook on to then slowly unload your inventory. This action could also allow the player to enter the space station so they could buy upgrades and get fetch quests.   
If you would like to try my prototype, you can at https://gajitz.itch.io/mineasteroid
Also, any feedback would be greatly appreciated.
Sources:
Tracy Fullerton. (2018) Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Fourth Edition. Retrieved July 29, 2022, from https://ebookcentral.proquest.com/lib/qut/reader.action?docID=54776988
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