

When an object changes it's physics properties, how do adjust the objects physics? Doesn't something like that lead to bugs or otherwise unwanted behaviors? What about (initially) unexpected issues in the players experience? What were the parts of that system(s) that you wrote? (you set yourself up for that one)īy physics systems I mean a script (or scripts) in a game that work together to calculate motion, forces and collision in a game.Īnyways, do you have experience writing physics systems in games?Īssuming you answered yes to the first question:

Probably smart to start with a prototype / experiment scene to get the physics right before trying to create a full game around it. You'll probably learn stuff even if it never leads to a finished game. On the other hand, if you're just programming for fun and want to mess around with physics, go ahead and do that. Using anything pre-made should be higher priority than writing your own subsystems from scratch. If you're using Godot 3.x I think it has Bullet physics engine as an option too. The second best idea (in my opinion ofc) is to start creating your game with the built-in physics, but make an effort to keep the physics as clean as isolated as possible, so that it will be relatively easy to replace them with something else if you run into some problem.

someone who finishes games), the best idea is probably to make a prototype and evaluate the built-in physics before committing to anything. I'm going to go on a tangent based on some things you wrote in a different reply:ĭo you think programming physics seems like an interesting and fun project in itself, or is your goal to actually finish this game? Does it matter if this becomes unfinished project number 11? What potential problem are you trying to solve? Are you an experienced programmer so you know that you'll end up with a physics engine that is better than the built-in if you just spend enough time on it? Otherwise you're not even removing any uncertainty. HDRI Haven – CC0-licensed panorama skies.

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