• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:55
CET 18:55
KST 02:55
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)38
StarCraft 2
General
StarCraft 2 not at the Esports World Cup 2026 Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win Oliveira Would Have Returned If EWC Continued herO wins SC2 All-Star Invitational PhD study /w SC2 - help with a survey!
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 510 Safety Violation Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained
Brood War
General
Potential ASL qualifier breakthroughs? BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Bleak Future After Failed ProGaming Career [ASL21] Potential Map Candidates
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Azhi's Colosseum - Season 2 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Simple Questions, Simple Answers Zealot bombing is no longer popular? Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Battle Aces/David Kim RTS Megathread Path of Exile Nintendo Switch Thread Mobile Legends: Bang Bang Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1465 users

Student Game Dev Part Four - Input and Physics

Blogs > Soan
Post a Reply
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
Last Edited: 2013-11-29 22:45:35
November 29 2013 01:11 GMT
#1
Part One - It begins
Part Two - Technical Foundation
Part Three - Game Design

This Week
Hello again TeamLiquid!

Welcome back to my blog about the development of The Adventures of Sam the Pirate, the 2D platformer I'm creating as the final game project for my Bachelor of Software Engineering degree. Last week I covered some of the initial game design thoughts for Sam the Pirate. This week I'll be talking about how input events are handled, and the start of writing the physics code for Sam the Pirate.

Input
Handling input events in Sam the Pirate is designed around the observer pattern. Any class I create that needs to know about input inherits from an observer interface, and implements a Notify function on that interface.

class IInputObserver
{
public:
IInputObserver() {}
virtual ~IInputObserver() {}
virtual void Notify(SDL_Event* _e) = 0;
};

class CPlayer : public IInputObserver
{
public:
CPlayer();
virtual ~CPlayer();
virtual void Notify(SDL_Event* _e)
{
// Handle the event.
}
};


The CPlayer class then registers with the input manager, and the input manager notifies all observers whenever an SDL_Event happens. SDL_Event is a structure that contains all the information related to the event, like what type of event, key down, key up, controller joystick axis movement, etc, and any further information related to that event, such as what key was pressed/released, what direction the controller joystick was moved. For instance, basic left/right movement from pressing the left/right arrow keys would be detected like this:

virtual void Notify(SDL_Event* _e)
{
if (_e->type == SDL_KEYDOWN)
{
switch (_e->key.keysym.sym)
;{
case SDLK_LEFT:
// move left
break;
case SDLK_RIGHT:
// move right
break;
}
}
}


Currently, observers get notified about any event. I did consider breaking it up, so they could register for specific event, say keyboard input, and only be notified about keyboard input, but given I want to get the physics done (or mostly done!) before christmas, decided I don't have time to do that. It would certainly make things more efficient however.

Starting the physics
So when I started working on the physics I had a couple links from some previous research into whether or not I should use an existing 2D physics engine, one of which included a tutorial on using Runge Kutta, or RK4 to handle movement. We'd briefly covered RK4 in our physics paper, so I thought this sounded good and followed the tutorial. Upon implementation however, I ran into a couple of problems.

The first problem cropped up when I noticed, that even though I only have horizontal movement implemented, my character would gradually travel up the screen as I was moving it back and forth. It turned out, that for whatever reason, it wanted to head in the direction of (0,0) on the screen, which is the top left corner.

The second problem cropped up when I changed the fps to a fixed value around, or below, the fixed rate the physics was being calculated at, as covered in the 2nd tutorial I followed. When this happened, the character would either speed up or slow down, depending on which direction the fps changed. Obviously this is not desired behaviour, the character should behave the same regardless of if the fps is fixed or not.

With these two problems in mind, and after a bit of thinking on how to solve it, I realised that actually, RK4 is far too complicated for what I want to do. I don't need the level of accuracy that RK4 can provide, so I'm scrapping it, starting over and keeping things much simpler. This has cost me a couple days of work, but that's ok! I wasn't expecting things to always work out the first time anyway. I'm planning on implementing acceleration, force, gravity etc, but as simple as possible. Just good enough to get characters behaving how they should.

The plan is still to have a character moving around and jumping on platforms by christmas, and I'm still confident of being able to achieve this. I had been planning to have an interface framework setup by then too, but I don't think that'll be happening.

What's next?
Next week I'll go over where I'm at with the physics code, and cover some of my plans for the levels, including how you progress from one level to the next. I have plans for how the first few levels will be laid out on paper, so if I can figure out scanning works around here I'll look at putting up a couple of those as well.

Keep up to date!
Be sure to follow me on Twitter, and like the Facebook page to stay up to date on future content and blog posts when they happen. If you have any questions don't hesitate to ask, either through Twitter or Facebook!

CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
November 29 2013 22:33 GMT
#2
Hi there, just posted on part 2. To reiterate, you're wasting so much time on physics that it has compelled me to post twice. I did write some articles on creating custom physics that you can try reading. However you really ought to just use Box2D. Your goal is learn computer science and make a game. Most importantly your goal should be to create an awesome portfolio piece. You know what is most important for portfolio projects? For them to finished, released and used by someone (even if only used by yourself). You want something a future employer will click on and play for 3 minutes before giving you an interview; you want the project finished and you'll run out of motivation long before your physics is in a good state with the way you're going about it.
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
November 29 2013 22:49 GMT
#3
And I just replied to part 2 haha. :p I'm not attempting to write realistic physics (so trying to follow this tutorial using RK4 is a mistake), platformers don't exactly have the most realistic physics after all. Given my time constraints I feel I'm better off keeping things simpler and writing my own basic stuff. I'm confident enough in my abilities that I expect to have it done or mostly done by christmas. I'm expecting to partially work through christmas/new years anyway, if not on the physics, on another part of the game.
Phyre
Profile Blog Joined December 2006
United States1288 Posts
December 02 2013 18:11 GMT
#4
Just found this blog by chance, pretty cool stuff. I'm actually in the process of spinning up my own project in SDL/C++ so following your progress has been very informative. Thanks for doing this.
"Oh no, I got you with your pants... on your face... That's not how you wear pants." - Nintu, catching 1 hatch lurks.
Please log in or register to reply.
Live Events Refresh
Next event in 18h 5m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JuggernautJason121
ProTech118
BRAT_OK 102
SpeCial 93
MindelVK 39
StarCraft: Brood War
Rain 8596
Soulkey 979
Mini 749
Larva 733
EffOrt 519
actioN 204
BeSt 202
ggaemo 106
Snow 102
Hyuk 101
[ Show more ]
Dewaltoss 60
Shuttle 43
scan(afreeca) 21
Rock 15
Dota 2
singsing2315
Dendi778
League of Legends
C9.Mang077
Counter-Strike
fl0m3950
kRYSTAL_8
Heroes of the Storm
Liquid`Hasu40
Other Games
gofns12100
Grubby1914
FrodaN1577
hiko763
QueenE285
crisheroes222
Mew2King136
ArmadaUGS122
ToD115
KnowMe87
Organizations
StarCraft 2
angryscii 28
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• poizon28 75
• Adnapsc2 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV444
League of Legends
• TFBlade1687
• Shiphtur171
Upcoming Events
HomeStory Cup
18h 5m
Korean StarCraft League
1d 9h
HomeStory Cup
1d 18h
Replay Cast
2 days
HomeStory Cup
2 days
Replay Cast
3 days
Replay Cast
4 days
Wardi Open
4 days
WardiTV Invitational
5 days
The PondCast
6 days
[ Show More ]
WardiTV Invitational
6 days
Liquipedia Results

Completed

Proleague 2026-01-28
OSC Championship Season 13
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Escore Tournament S1: W6
Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
LiuLi Cup: 2025 Grand Finals
HSC XXVIII
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.