Making A 2d Physics Engine
I am planning on making a game for Android with some 2d rope physics. The core mechanic involves dragging strings around an environment. This is basically the extent of the physics in the game, at least the physics that I want to look reasonably realistic.I haven't taken a physics class and I only know math up to high school trigonometry.
Making A 2d Physics Engine Problems
Eventually, Build New Games asked me to write an article on physics for video games. Game development is only a hobby – not my profession – so I did the only sensible thing and started building a legitimate physics engine in native JavaScript as research. This article will guide you through the essential physics of game engines. Hello and welcome back to my blog! This time i'm going to talk about the basic components that make up a physics engine and how to put them together; this tutorial is aimed at programmers who have a basic grasp of maths and geometry but would like to step into the world of simulation. A Rigidbody 2D component places an object under the control of the physics engine A system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces. More info See in Glossary.Many concepts familiar from the standard Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces.
Is a mechanic like this too difficult to code myself after some research? Should I use a library like toxiclibs or Box2D?I know it's irritating to ask a question that can't be directly answered, but I just want to weight the pros and cons of building something myself as opposed to using something that might be more refined.Thanks.