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#game physics
switchbackstudio · 6 months
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Really loving this dual-purpose design: it's either a wall to bounce off or an obstacle to smash through!
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destined-productions · 3 months
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Sound on! Been working on the sound design for my little game and trying to make it sound toy like. What do you think?
I am a solo hobby dev from Australia making Mighty Marbles - a physics based marble game where you are the level. There is music in the game too but I turned it off so the SFX was clear! Wishlist here https://store.steampowered.com/app/2430310/Mighty_Marbles/
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askagamedev · 11 months
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My Twitter is melting down over Tears of the Kingdom having a chain wrap around a wheel to lift a door open. Can you explain why senior programmers are calling this “black magic”?
Physics simulation starts off simple when you have simple situations, but each additional factor creates additional layers of complexity that the simulation might not handle all that well. Let me try to give you an example of such.
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Let's go with a basic physics problem - I am standing still and drop a ball I am holding in front of me. What should happen? The ball starts with a velocity of 0, gravity pulls it downward, and it falls over time. Creating a general equation to simulate this is not that difficult - it's pretty basic physics.
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Now let's add another layer of complexity. I'm still holding the same ball, but now I am standing on a mine car that is moving at a constant velocity along a straight rail. I drop the ball over the edge of the mine car. What should happen? The movement of the ball should take the movement of the mine car into account in addition to gravity, causing it to move differently from the above example. Creating a general equation to simulate this result is much more difficult.
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And then we add another layer of complexity. I'm holding the same ball and standing on the same mine cart, but instead of the mine cart moving at a constant velocity, the cart got a big initial push and is now slowing down. In addition, we're no longer on a straight rail, but we're actually going in circles along a circular rail. I drop the ball over the side of the mine cart. What should happen? How many different factors must the physics simulation take into account in order to calculate the result correctly?
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We can make this even more complex. Instead of dropping the ball, let's throw the ball. Instead of it being a ball, let's make it bola - a rope with balls on either end - that we're twirling over our heads before we release it. And we'll be doing the release while on an accelerating mine cart on a circular rail.
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What the engineers on Tears of the Kingdom did was build a physics simulation system that can elegantly handle multiple layers of complexity. That's an impressive engineering feat, which is why so many skilled engineers are impressed by it. It's very similar to the fawning over the rope physics from the Last of Us Part 2 a few years back, and for the same reason - it's an exhibition of physics simulation elegantly handling multiple layers of complexity.
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hyphinett · 5 months
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Catharsis in the 2020's
Gotta tell you it feels good to beat up a virtual drone after a week of the headache that is physics programming!
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gravityandmomentum · 3 months
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I Love Outer Wilds' Space Travel
Outer Wilds is praised for its story, creativity, and unconventional design, but NOBODY talks about how it has the best flight mechanics in video games. It's all physics based, there is no speed limit since there's nothing in space to slow you down! The unique gravity of every planet changes how the ship/jetpack handles! A planet's gravitational orbit can be used to slingshot yourself! Resisting the force of gravity and your own speed are essential for navigating while most games are just "press W to go forward, D to go backward"! If you hit a planet too fast, you'll start spinning out of control and might even be launched to the opposite side of the solar system! That is so much more fun than just losing all your speed and taking flat damage!
Honestly I think Outer Wilds is a textbook example of how to make flight fun and engaging. It has this constant push and pull where you have to consider a ton of dynamically changing factors. Compare that to No Man's Sky where really the only thing you have to do is steer around rocks maybe, or you point yourself at the next planet and just hit the "go forward" button. Not to say that's bad game design, but it's basically a loading screen without a loading, and that's just not as fun. (No Man's Sky is still good, though.)
(SPOILER: if you want to land on the Sun Station every single time, just enter the sun's orbit at the same speed or slightly faster than the Sun Station, and while flying above it, use the reverse thruster to match its speed, and downward thruster to stay in orbit. This feels so alien in comparison to conventional game design, but it is the best way to illustrate just how damn good the mechanics are.)
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voidaspects · 1 year
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Dead space is a game known for its impressive body horror, as seen here
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hardcore-gaming-101 · 4 months
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Painkiller (Expansion Sequels)
So, something weird happened. People Can Fly wouldn’t continue with Painkiller, working on another game called Come Midnight with THQ that was sadly canned, leading to Epic buying them up in 2007. You may have also noticed there are four Painkiller games listed above. You can blame this very serious crime on DreamCatcher Interactive, the IP owner and series publisher. They’ve done some good work, including creating The Adventure Company and helping games like Syberia and Still Life get more reach, but they are also responsible for allowing mod groups to make official Painkiller games they actually sold, which did not go well.
Read more...
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kyuji · 3 months
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my table did not load so we're eating mystery floor sandwich today
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meticulac · 15 days
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Pennenkoek2012 video on invisible wall glitches
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Every time I watch one of these SM64 game engine deep dives, I get the feeling that I ought to use what I learn to make my own 3D platformer.
Like maybe I could make a way of defining objects based on subdividing tetrahedrons that prevents vertexes from being misaligned within an object. And then other invisiwalls could be avoided by letting walls block ceiling/out-of-bounds hitboxes and by having floors go by highest vertex instead of first.
Though I don't know if I'd want to have a floor/wall/ceiling distinction like that or try to define a uniform surface behaviour. I could at least try going by the angle of the geometry relative to that of the object interacting with it rather than its absolute angle.
I would think I could get by with making physics work without gravity first, and then determine wether you can walk on a surface by relying on the difference between a flat surface or a steep slope, which would mean you could wall kick off what's meant to be a floor or ceiling, but maybe that wouldn't be a problem?
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redtengames · 5 months
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Homebrew physics in homebrew game engine
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switchbackstudio · 7 months
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Normally, you want to aim for the center of the rings. However, to get the bonus objective you'll have to be a bit creative...
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destined-productions · 8 months
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I am a solo developer making a little game inspired by physics toys like screwball scramble and mouse trap. I thought I would share the process a level was made. First I whitebox the level with blocks and if I have already made assets I put them in place. Then I slowly build the level up testing as I go. You will also notice I didn't update the controller until the very end.
If you are interested in supporting me I would appreciate you wishlisting on steam http://www.mightymarbles.com
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mrsbeef · 1 year
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Something that kinda creeps me out in an uncanny valley way and is one of those things that I've started seeing everywhere since I first noticed it: when animated models of big buff dudes raise their arms overhead, but their pecs don't change shape.
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Your pecs are supposed to extend and stretch when you raise your arms overhead. But on this guy they just stay looking big and roundt the same way they would if he were just relaxed with arms at his sides.
Look at Brock Lesnar here in WWE 2K22:
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Arms up over his head, but his chest is just a solid block. I mean to be fair in reality Lesnar's chest probably IS a solid block but them titties just ain't tittying right
Now look at ACTUAL Brock Lesnar victory posing:
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Pecs are stretched and flattened. Nips are raised. Lats coming out to say hi. This is natural. I dunno if the rock solid pecs are a technical limitation or what but it's SO goddamn weird and unsettling to me
This is my crusade now. We need to advance our pec tech. Hashtag better titty physics for buff dudes
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bettercallslur · 2 years
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you know what? *unjiggles your physics*
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3ladyinred3 · 2 years
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Pro gamer move™
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bitesthestuff · 4 days
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Half Sword vs. Physics
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