2D semi-realistic physics

2D semi-realistic physics

Fracture's picture

hello everyone

 

i'm working with an engine which has native Sonic-like "sticky" physics, with acceleration/deceleration on slopes, running on walls/ceiling, the sort of things you'd expect in a Sonic game.

A few days ago, the new fast loop feature was released, and i'm pretty sure that will allow me to process real-time + (almost)real-world physics.

 

What i'm looking for:

References and knowledge about physics in 2-d planes.

What i already have:

-basic movement physics, like gravity & jumps, acceleration, deceleration, speed, some trajectories like straight, elliptical, sinusoidal.

-support for variable-controlled movements. for example, i made the camera pan based on the player's speed. it never uses a fixed value.

 

What i aim to:

Develop physics similar to Angry Birds, Worms. and the like. The physics are meant to be applied to objects other than the player, and the tiles act as ground/walls. I don't want to destroy tiles, but i want to create destructible, physics enabled, interactive objects.

 

few examples:

 

*throw projectiles in arcs (bow and arrow, bullet drop)

*tumbling objects, weight and flexibility.

 

please be aware that i do not know how to read ALL code, try and put it in pseudo code as much as possible.

"if «this» happens" "define variable «X», value «Y»"

instead of

if "this"

{

var float "X" "Y"

}

 

Any ideas?