- Joined
- Nov 18, 2006
- Messages
- 1,129
- Trophies
- 0
- Age
- 38
- Location
- Canada
- Website
- Visit site
- XP
- 266
- Country
Here's the link: http://blogs.ign.com/craig-ign/2008/02/12/.
The Greatest Nintendo DS Game Ever
Or: "One of the many reasons why Professor Layton wasn't reviewed today." I made the mistake of checking out the Nintendo DS homebrew scene, and stumbling upon what is currently my Digital Crack. Meet Pocket Physics, a little project from a garage Nintendo DS programmer. In Pocket Physics, there is no game. It's just a toolkit where you can draw fixed platforms and moving objects, and create all sorts of Pee-Wee Herman breakfast machines using the 2D physics models. I totally love these types of toys. I'm a huge fan of playing with physics engines (I spent a good few hours throwing soda cans around in Half Life 2, for example), and even though this game's an unoptimized, buggy little sandbox it still offers a tremendous amount of creativity. You can draw boxes. You can draw balls. You can roll balls and boxes down slopes. And then when I discovered that you could "pin" objects with pivot points and combine multiple items into one...oh, man, my day was completely shot. The more objects it has to handle, naturally, the slower it gets. Only use a couple of balls and boxes and the demo runs pretty darn smooth. I will admit that this isn't the first physics demo I've tinkered around with on the Nintendo DS. DS developers have shown me, off the record of course, some of their own attempts at Havok-like physics engines on the handheld, and admittedly some of theirs are far more elaborate...but none of their tech demos were as open and freely explorable as Pocket Physics. And for the love of god, please don't tell me about other physics demos. I know this is inspired by Crayon Physics, and I'm a huge fan of Line Rider, too. You can find more at the guy’s page. You’ll need a way to put a DS file onto a DS cartridge, and since there was a report that 90 percent of you already have a way to do it, I’m not going to tell you how. So nyah.
Hmmm...I wonder how Craig was able to run the homebrew?
The Greatest Nintendo DS Game Ever
Or: "One of the many reasons why Professor Layton wasn't reviewed today." I made the mistake of checking out the Nintendo DS homebrew scene, and stumbling upon what is currently my Digital Crack. Meet Pocket Physics, a little project from a garage Nintendo DS programmer. In Pocket Physics, there is no game. It's just a toolkit where you can draw fixed platforms and moving objects, and create all sorts of Pee-Wee Herman breakfast machines using the 2D physics models. I totally love these types of toys. I'm a huge fan of playing with physics engines (I spent a good few hours throwing soda cans around in Half Life 2, for example), and even though this game's an unoptimized, buggy little sandbox it still offers a tremendous amount of creativity. You can draw boxes. You can draw balls. You can roll balls and boxes down slopes. And then when I discovered that you could "pin" objects with pivot points and combine multiple items into one...oh, man, my day was completely shot. The more objects it has to handle, naturally, the slower it gets. Only use a couple of balls and boxes and the demo runs pretty darn smooth. I will admit that this isn't the first physics demo I've tinkered around with on the Nintendo DS. DS developers have shown me, off the record of course, some of their own attempts at Havok-like physics engines on the handheld, and admittedly some of theirs are far more elaborate...but none of their tech demos were as open and freely explorable as Pocket Physics. And for the love of god, please don't tell me about other physics demos. I know this is inspired by Crayon Physics, and I'm a huge fan of Line Rider, too. You can find more at the guy’s page. You’ll need a way to put a DS file onto a DS cartridge, and since there was a report that 90 percent of you already have a way to do it, I’m not going to tell you how. So nyah.
Hmmm...I wonder how Craig was able to run the homebrew?