Making Bump move 100% the way I would like him to is impossible. But by the time In The Dark is finished, I hope that he will move how I want him to at least 99.9% of the time. In The Dark only relies heavily on physics because it has to, if I were making a traditional platformer or something I would write my own collision system. I’m stupid for relying on the physics any more than I absolutely necessary, but over time I’ve removed almost all of the physics properties from bump, and really just rely on it for collision and as a means to consistently propel him around.
So why are physics engines so bad for handling characters in games, or really anything in games other than crates and barrels? (sure see a lot of those in games nowadays, huh?) The problem stems from classic games, you can lay most of the blame with Mario. In classic games (this applies to 3D as well as 2D) there wasn’t really any processing power to handle realistic momentum, collision, or even acceleration so games cheated. At the same time, speed and scales were exaggerated to make the games more fun and skill based. Everyone started copying the early games that did this, and now it’s so ingrained in most gamers that when a game attempts a realistic simulation it “feels wrong.”
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