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| 2d physics? |
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blargmob
Member #8,356
February 2007
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Howdy, Does anyone know of any 2d Phyics libraries that I could use? --- |
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deps
Member #3,858
September 2003
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relay01
Member #6,988
March 2006
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Quote: Does anyone know of any 2d Phyics libraries that I could use? Open up your physics book and be a real programmer like everyone else avoids doing. just remember F = ma; g = 9.8 m/s^2; just as long as your pixels are to scale with meters... you'll be all set More seriously though... These days the biggest challenge in game programming is making things behave like they do in real life. So putting it in a 2-d sense shouldn't be too hard, most of the rules for things like "how fast does something fall if shot at this angle and this initial velocity" and "if i scoot this thing on the floor and the floor has a friction value, how long or far will it get" are now formula based. I suppose this would take time, which is why most indie programmers like to avoid it. It all depends on how inspired you feel. _____________________________________ |
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Jonny Cook
Member #4,055
November 2003
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Quote: Open up your physics book and be a real programmer like everyone else avoids doing. Well, I believe being a "real programmer" involves not reinventing the wheel. If a physics library already exists out there, he might as well use it. His time is better spent solving things that haven't already been solved. Now, if I could only follow my own advice, maybe I would have actually finished a game by now. The face of a child can say it all, especially the mouth part of the face. |
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X-G
Member #856
December 2000
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JFGI. -- |
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Ceagon Xylas
Member #5,495
February 2005
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Quote:
just remember F = ma; g = 9.8 m/s^2; just as long as your pixels are to scale with meters... you'll be all set That's assuming you want realistic physics. Hardly any 2d games use extremely strict physics simulations. Things tend to look bouncier, seem larger-than-life, and have much less gravity than on earth. But if it's what you want, definitely follow the rules. |
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Slartibartfast
Member #8,789
June 2007
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Quote:
just remember F = ma; g = 9.8 m/s^2; just as long as your pixels are to scale with meters... you'll be all set
That would usually only require changing constants (like g or various k's and μ's) on top of the "real world" physics. ---- |
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blargmob
Member #8,356
February 2007
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Thanks, but I think I'll just stick with writing my own routines... --- |
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