Designing with Physics: Bend the Physics Engine to Your Will

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GDC

GDC

6 років тому

In this 2015 GDC talk, QWOP creator Bennett Foddy explains how to make your game feel solid without writing your own physics engine or breaking your entire game.
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КОМЕНТАРІ: 46
@scrapeape
@scrapeape 5 років тому
Honestly, after months of fighting floaty falls in Unity, his illustration of how scale affects the perception of gravity got me to change my player from 5 units tall (Yikes! The ignorance) down to 1, scale the world down accordingly, fix the mass, and (alongside a simple fall speed multiplier script) my whole game's playing a lot snappier. Thanks, indie darling Bennett Foddy!
@danielhcp1311
@danielhcp1311 6 років тому
One of the best talks here on GDC
@nrXic
@nrXic 6 років тому
I've moved a prototype from Unity to Unreal, and while both use PhysX, I've found that I couldn't duplicate the same physics in Unreal as I had them in Unity. It was pretty interesting to see, and I'd rank Unity better in that regard. Things like increasing the frequency of physics calculations is handled differently in both engines, and perhaps this impacts things. How scaling affect collisions (which should result in some resulting physical forces) seems to be also handled differently as well (well, ignored in Unreal). This talk, factored in with another GDC talk that spoke about Rocket League using a simplified physics system, shows the importance of shaping the physics to suit your gameplay. Eliminating chaos, reducing complexity, or even making your physics a little less sensical, may be considerations for making your physics feel better.
@nullpoint3346
@nullpoint3346 2 роки тому
I'm going to need a reminder to read this reply in full...
@StevenHarmonGames
@StevenHarmonGames 6 років тому
I LOVE YOU BENNET FODDY! THANK YOU! This video helped me fix a gamebreaking bug in my game.
@evgenkonyshock4913
@evgenkonyshock4913 5 років тому
That was exactly what i needed. Gonna save this and rewatch when i get another physics problems
@gezhu9904
@gezhu9904 5 років тому
the first GDC talk that I finished watching (definitely not because it's short). Really great work!
@gezhu9904
@gezhu9904 5 років тому
Just found that he is the creator of "Getting Over it". Nice one
@rsharykin
@rsharykin 6 років тому
Thank you! Really helpful
@andresmicalizzi5420
@andresmicalizzi5420 6 років тому
Awesome talk! Loved it all!!!
@Hcfantas
@Hcfantas 6 років тому
Wonderful and useful.
@janzagar9614
@janzagar9614 6 років тому
Great talk
@yesitsmecsd
@yesitsmecsd 6 років тому
So lost on a large majority of what he said, but still found it interesting enough to finish the video!
@Tropicaya
@Tropicaya Рік тому
Really GOOD. Thanks, Bennett
@mortenbrodersen8664
@mortenbrodersen8664 6 років тому
Excellent talk!
@thisisnotanick
@thisisnotanick 6 років тому
Really cool talk, thanks!
@PerfectlyNormalBeast
@PerfectlyNormalBeast 3 роки тому
That horse portion looks like a machine learning problem. Let it find clusters of stable parameters, then you choose the one you like
@user-fc4ir3qk9g
@user-fc4ir3qk9g 6 років тому
Thank you!
@JohnDaniels
@JohnDaniels Рік тому
Awesome, thank you!
@brujua7
@brujua7 5 років тому
Very handy, thank you!
@wowlecks
@wowlecks 6 років тому
Very useful talk! nice work
@pibetry
@pibetry 6 років тому
Holy shit that's a great talk. Very insightful.
@sudhansubalasahoo
@sudhansubalasahoo Рік тому
This vid was really good and educational
@user-yx5wd5yy6h
@user-yx5wd5yy6h Рік тому
great thanks!
@JohnDaniels
@JohnDaniels Рік тому
The controller is excellent idea, could save countless hours trying to tweak the physics.
@ilkinmammadzada9192
@ilkinmammadzada9192 3 роки тому
I assume that the last platform and ball glitch are resolvable with soft-body physic.
@Starmast3rmusic
@Starmast3rmusic 4 місяці тому
16:07 Wouldn't the ball get absolutely crushed by the mass on top of it, assuming it wasn't indestructible?
@primodernious
@primodernious 3 роки тому
why don't you use a collision point instead that use sin cos to determine collision angle by giving each object a x and y each that sums to a single number that produce that pixel that two objects can colide with each other at any angle. just let each x and y vector sum track another at 360 degree rotation and collision will always be at angle in respect between the pixels. just decide distance from the center of the objects on how far apart you want the colission to happend. in 3d space you need a z vector to get the pixels to collide at any angle between each other in 3d space. let say the sum of vector of object one is let say x 20 y 20 sum = 40 if you do this on the other object as well, you already know they are in the same spot. if you want the collision to happend with more distance, you need to recalculate the x and y of each object and then sum them and that will give you the distance between them. then you say somthing like if number is in range between some number and other at some aproximity then collide thell each object to stop at direction of motion.
@nullpoint3346
@nullpoint3346 2 роки тому
I'm going to need a reminder to read this reply in full...
@nilstrieb
@nilstrieb 3 роки тому
Why does Unity use linear drag and not quadratic drag? It doesn't seem like a hug performance impact.
@vintprox
@vintprox 3 роки тому
My GUT tells me I should learn more about dragging :)
@TF2Gaming101
@TF2Gaming101 6 років тому
thanks bean it
@divyankadhikari7501
@divyankadhikari7501 4 роки тому
9:21
@neenaw
@neenaw 5 років тому
TLDR: Physics Parameters can be subject to Animation Theory. But you should watch the video and take notes as to how they directly relate.
@paxdriver
@paxdriver 5 років тому
Mafia 3
@gomefun2ify
@gomefun2ify 6 років тому
How can you screw up 9.81m/s^2
@nullpoint3346
@nullpoint3346 2 роки тому
In all sorts of fun and terribly ways. Especially when you don't know what you're doing and somehow make every polygon of the character model react differently... The things I've seen that cube become horrify me, and I desperately want to recreate it so I can throw it into an eldritch horror game.
@namirreza8950
@namirreza8950 3 роки тому
Pp
@WowPlusWow
@WowPlusWow 3 роки тому
Reducing the physics timestep is not a solution and should NEVER be done. This causes the CPU to do A LOT more work and will cause the project to crash on all mobile devices and lower-end computers.
@revimfadli4666
@revimfadli4666 2 роки тому
It's _a_ solution, but often not a good one
@SlayerDUDE1993
@SlayerDUDE1993 9 місяців тому
Does anybody know what is the name of the game at 3:10?
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