• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:18
CEST 03:18
KST 10:18
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?67Stellar Fest TWO the Moon (Dec 16-20)8Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
SC4ALL: II Winner Will Earn a Spot at HSC 30! Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Weekly Cups (August 24-30): Patches' balance mod takes over Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement Stellar Fest TWO the Moon (Dec 16-20) PIG STY FESTIVAL 8.0! (13 - 23 August)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? BW General Discussion ASL22 General Discussion [Personal Project Share] Terran Defense v0.60 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
KCM Race Survival 2026 Season 3 Brood War in Budapest ! WORTEX 2026 BW Finals [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Artificial Intelligence Thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6860 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
Replay Cast
01:00
ISSL Weekly #3
Liquipedia
Replay Cast
00:00
Enki Epic Series #10
Rogue vs Cure
CranKy Ducklings82
Liquipedia
The PiG Daily
22:35
GSTL Replay Cast
BASILISK vs Onsyde Gaming
PiGStarcraft507
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft507
ProTech137
NeuroSwarm 117
SpeCial 109
RuFF_SC2 85
StarCraft: Brood War
White-Ra 123
Hyuk 57
Dota 2
capcasts217
League of Legends
Doublelift4826
Counter-Strike
adren_tv106
minikerr54
taco 52
Super Smash Bros
hungrybox564
Mew2King97
Other Games
summit1g4803
Day[9].tv737
JimRising 550
C9.Mang0300
WinterStarcraft287
Maynarde80
ViBE76
PPMD52
Organizations
Other Games
gamesdonequick1489
[ Show 13 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP70
• EnkiAlexander 33
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• RayReign 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Day9tv737
• Scarra380
Upcoming Events
Big Brain Bouts
8h 42m
Garitos vs ArT
Lambo vs Percival
TriGGeR vs ByuN
Sparkling Tuna Cup
1d 8h
OSC
1d 10h
Shopify Rebellion Sundays
1d 13h
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
1d 14h
OSC
1d 22h
Afreeca Starleague
2 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
2 days
Afreeca Starleague
3 days
Leta vs ggaemo
Jaedong vs Queen
GSL
3 days
[ Show More ]
PiGosaur Cup
3 days
Kung Fu Cup
4 days
Replay Cast
4 days
The PondCast
5 days
KCM Race Survival
5 days
Escore
6 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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.