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The scope of the physics engine matters. Every indie dev who’s written a well-made 2D platformer has written their own physics code (you can’t just get the snap
by lasagnaphil 5y ago
The scope of the physics engine matters. Every indie dev who’s written a well-made 2D platformer has written their own physics code (you can’t just get the snappiness of platformers with plugging in a general-purpose physics engine.) You can say it’s just fake “pseudo”-physics, but it’s still legitimate to me.
On the other hand, if you’re going on a journey to write a general-purpose rigid body physics engine like PhysX for your games (without using any middleware), it’s a lot harder but still doable. For example, Overwatch has its own specialized physics engine (although probably possible because Erin Catto is there...) Roblox also has its own physics engine, and their GDC talks about it are pretty interesting.