I finally fixed most of the bugs and weird reactions of this engine.
This one is entirely based on bitmapData hitTest. The slope rotation and collision is far much better than v2.
I've dropped the "pants" at the moment to focus on collisions and physics.
You can move a turret with your mouse, and move with arrow keys.
Click on the screen or press 'P' to pause/unpause the engine.
You can change a few of values for the physics, so let me know which configuration you prefered.
You can find the nervous cursor here : Nervous Cursor
Comments
Tyokio Says:
Ive found that a speed of 400 and an acceleration of 100 I'snt a good combo :C awsome scipting!
Eddsworld Says:
Weeeeeeeeeeeeeeeeeeeeeeeee
Izar Says:
Indeed as far as I played with it the bug's seem to be flashed out.
i was messing around with the Mark settings....i found that having Mark Distance set to 4 and leaving the Mark Spacing at 50 worked really nicely.
by the way, the faux blur on the cursor is really[\i] nice. it looks much nicer than the typical Flash 8 filter blur, in that you aren't constrained to the x and y axis to blur on. if i could, could i see the source code for that blurring thing? that'd be really cool.
Wonchop Says:
I want that cursor's babies
Cube Melon Says:
i prefer accelleration: 10 speed: 300
but you know. just cause i'm like that.
Shawn Millican Says:
The buggy, as it appears, defies all known laws of physics currently.

Try going off the edge, wait awhile, and scale back to the top.
My suggestion; try tinkering a bit more with launch physics, it seems the 'buggy' (for lack of a better word) seems to hit an invisible max height and smack back down.
Of course, I'm in no position to criticize, I can only make play/stop buttons in Flash.
Great work!
SuperYoshi Says:
It's fun messing with the physics. 'Specially with negative numbers. Love that cursor, too.
neophyte Says:
Pretty kewl
dfBlaze Says:
i like the cursor.