Sonic Physics Guide

Discussion in 'Fangaming Discussion' started by Lapper, Apr 1, 2021.

  1. Crasher

    Crasher

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    From memory, you'll want to not use Unity's built-in physics. I implemented the physics in Unreal Engine 4, and the biggest issue I had for a while is that you couldn't change the direction of gravity for a single object - something that, iirc, Unity doesn't let you do at run-time on a per-object basis either.

    I could be completely wrong, but it's something worth looking into imo.
     
  2. Candescence

    Candescence

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    I've actually been avoiding using Unity physics where possible aside from raycasting purely to replace the sensors, not even a rigidbody. Just tile colliders and raycasting.

    It is a bit surprising that there isn't a proper 2D implementation of Sonic physics for Unity and/or UE4 out there. Dash Engine for UE4 supposedly has one, but I cannot for the life of me get Dash Engine's arcane build process to work properly, so I can't test it.
     
  3. RetroKoH

    RetroKoH

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    Sweet merciful jesus, yes... I wish you were around to do this back when I first started working on my own engine in 2010. I'm combing through it now, and it is a massive improvement.

    Maybe now some of these Sonic Worlds engines can actually get their goddamn physics right instead of feeling janky and floaty.
     
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  4. Techokami

    Techokami

    For use only on NTSC Genesis systems Researcher
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    This is why I'm having the engine being completely rewritten from scratch using this guide as a basis. :O