I’ve been meaning to try my hand at this physics lark for a while. It’s an interesting topic – on the surface it appears to be just a few simple equations, but even the big games manage to get it wrong on occasion.
And when they do get it wrong, it’s usually pretty unpleasant – solid objects slowly disappearing into a solid floor as though it’s quicksand, or two objects colliding and pinging off into orbit. Surely it can’t be that hard…right?
I’ve been throwing together a basic simulation consisting entirely of bouncing cubes…
...pretty, huh? Well, the basic math is there – cubes react properly to each other on collisions – but as you can see there’s still some difficulties with sinking through floors and other less-than-ideal situations. Still working on ironing out the kinks in this one.
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