, 4 tweets, 1 min read Read on Twitter
it's kind of incredible how complicated platform game physics are; writing an engine yourself is a great way to understand the challenges
you appreciate something like mario even more once you realize through experimentation that, for instance, pits need "capture." if you're running, and your velocity is under a certain amount, you need to be able to "catch" on the edge of a pit. the math for this is complex
it seems simple but it isn't simple. how do you get a 16px wide character to fall down a 16px wide shaft without requiring the player to make miniscule adjustments until they line up perfectly? you need some kind of 'vacuum'
i've been working on platformer physics for three days and i still can't solve these "simple" problems that literally hundreds of thousands of gamedevs have solved; i know it was as hard for them as it is for me, and that's why a ton of platform games have "broken" physics
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