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choosing mass and size of game objects in physics engine

Started by November 24, 2014 11:58 PM
3 comments, last by PeterStock 10 years, 2 months ago
Hi,

I am looking into using bullet for simple physics simulation in my puzzle game. However the world is a cartoon world where I have given no thought at all to the real world mass and size of objects in the game.

My question is simple - is it best to guesstimate and play with the mass values to achieve a cartoony physics effect, or should I instead consider real world measurements and make things realistic and therefore make the physics behave realistically?

I understand that this is somewhat a gameplay question as it infuelnces how the game plays, however I am concerned that if I make it behave in an unexpected way the player might just get confused and annoyed and stop playing.

Can anyone please impart some wisdom on a relative newbie to physics simulation...

Thanks!

My question is simple - is it best to guesstimate and play with the mass values to achieve a cartoony physics effect, or should I instead consider real world measurements and make things realistic and therefore make the physics behave realistically?


It's your game. Do what you want.

I understand that this is somewhat a gameplay question as it infuelnces how the game plays, however I am concerned that if I make it behave in an unexpected way the player might just get confused and annoyed and stop playing.


If you present a consistent world, realism won't matter to anybody.
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if I make it behave in an unexpected way the player might just get confused ..

First - part of almost every game is simulation - and part of the attraction to gamers is becoming good at manipulating game controls well, learning and compensating for the limitations of the objects. Provided the learning curve isn't too steep and the rules are consistent and somewhat reasonable, and goals can be achieved, gamers will play.

Second - use alpha testers if you don't think you can make the determination yourself whether it's "fun."

Third - Don't worry too much about realistic. Mario, who can jump 3 times his own height, is reasonably popular. wink.png

EDIT: Ninja'd ph34r.png

If you present a consistent world, realism won't matter to anybody.

Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.

You don't forget how to play when you grow old; you grow old when you forget how to play.

Thanks for the advice! I think based on this i will try and emulate road-runner style cartoon physics, a little crazy and fun. Like you say, so long as it is consistent people will play.

I am guessing bullet will support such crazy physics simply by messing with constants? Time for some RTFM i guess...

Some sets of physics constants give equivalent behaviour - for instance small objects slowed down (or in lower gravity) act like bigger objects at normal speed (or in normal gravity).

So I'd suggest fixing one of your physics constants and then varying the others to get the behaviour you want. I think most people go with earth gravity (~10 m/s^2) and then change the size/mass to fit what they want.

If you do stick to real units (kg, m, s) then you'll be able to make ballpark guesses for what things should be.

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