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>I think Havoc physics will be a very welcome addition No kidding. The "Physics" in Babylon.js is at the inexcusably "my first game engine" level of incompeten
by yodon 4y ago
>I think Havoc physics will be a very welcome addition
No kidding. The "Physics" in Babylon.js is at the inexcusably "my first game engine" level of incompetence. Velocity and acceleration are treated as if they have the same dimensions. All kinds of deeply embedded movement code lacks any understanding of world time. You can definitely get a little game going quickly in it because you don't have to think about any "hard" things, but when you try running your game on systems whose frame rates differ wildly you suddenly understand why real game engines care about the fact that velocity is measured in units of m/s and acceleration in units of m/s^2, and that it matters whether you build your art assets at meter scale or centimeter scale or etc.
- hu3 4y agoHi. I'd like to leverage your experience to ask for a JS game engine suggestion for a 2D game that I plan to publish on web and mobile. I'd like to use something lighter than Unity or Godot.
- beepbooptheory 4y agoNot gp but you could look at Phaser or Pixijs! https://github.com/photonstorm/phaser https://github.com/photonstorm/phaser https://pixijs.com/ https://pixijs.com/
- aww_dang 4y agohttps://melonjs.org/ https://melonjs.org/ https://github.com/melonjs/melonJS https://github.com/melonjs/melonJS
- nomadtwin 4y agohttps://defold.com/ https://defold.com/
- hutzlibu 4y agoTo be clear, you are only talking about the previous implementation of physics in babylon, now called V1? Do you have insights, into whether the new havoc port is better designed? They seemed to have reimplemented the whole physic architecture which they now call V2: https://doc.babylonjs.com/features/featuresDeepDive/physics https://doc.babylonjs.com/features/featuresDeepDive/physics