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Using a physics engine still requires understanding how to calculate the forces you want to apply which requires a fair understanding of basic mechanics at the
by meheleventyone 5y ago
Using a physics engine still requires understanding how to calculate the forces you want to apply which requires a fair understanding of basic mechanics at the very least.
There are also definitely people writing their own physics. I did so myself not that long ago for a project. For our constrained problem it only took a week to get going. Then you have the case where you want to write a controller that has physics like behaviour that isn’t readily achievable with middleware easily. A good understanding of the principles behind physics engines helps a lot here.
For example the ship motion here is a rigidbody sim I wrote from scratch: https://www.youtube.com/watch?v=bs1p22oI_V4 https://www.youtube.com/watch?v=bs1p22oI_V4
Whereas all the locomotion of individual players including them jetpacking around is hand written behaviour with a simpler Euler integrator for linear motion only. You can try that directly:
https://dotbigbang.com/game/3772901474b3423fa21e20bdf0a84cf4/thrust-heroes?mp=hnews https://dotbigbang.com/game/3772901474b3423fa21e20bdf0a84cf4...
Then the good old damped spring is an amazingly versatile tool to have available in all sorts of weird places.