• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:18
CEST 07:18
KST 14:18
  • 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] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 2312Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (Sep 13-20): herO scores triple The Death of Cheese: From a Professional Cheeser
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
Syncronization issues and can't find games Bot on ladder BGH Auto Balance -> http://bghmmr.eu/ PLAYzone Challenge - open offline tour in Prague NaDa's Body
Tourneys
[ASL22] Ro8 Day 2 [Megathread] Daily Proleagues [IPSL] IPSL is Back With Winter 26-27! PLAYzone Challenge - open offline tour in Prague
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne EVE Corporation Nintendo Switch Thread Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10054 users

Student Game Dev Part Five - More Physics Things

Blogs > Soan
Post a Reply
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
December 13 2013 01:58 GMT
#1
Part One - It begins
Part Two - Technical Foundation
Part Three - Game Design
Part Four - Input and Physics

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. Apologies for the lack of a blog last week, I came down with the flu and didn't get much done, which has put me a bit behind! Last week I covered how I was handling input, and some of the work I started on doing the games physics. This week I'll be going over where I'm now at with the physics.

Movement
Since the last blog, basic left and right movement is in and working, complete with acceleration and deceleration. Jumping is in, as is some basic collision detection/response. You cannot control left/right directional movement while in the air, but that's next on the list. The intent is definitely that you'll be able to change direction at will while jumping. Jumping itself feels slow and wrong at the moment, but hopefully that just requires tweaking the numbers over the next couple of months until it feels better and looks more natural when compared to the rest of the movement.

At its simplest, the movement is calculated, using 2D vectors, like this:
velocity += acceleration * deltaTime;
position += velocity * deltaTime;


With deltaTime being the time taken to process a frame, and there are a bunch of other considerations like capping velocity to certain values to prevent craziness, and checking if the character has come to a halt or not. Acceleration is calculated whenever a force is applied to the physics actor, sort of using the trusty old f=ma equation that you may recognise if you ever studied physics at all.

acceleration += force / mass;


There are checks in here as well, to cap the acceleration to predefined values. Now this all looks really simple, and if you're better at physics than I am (the more advanced stuff especially has never been my strong point), you might be kind of horrified at how I'm doing things! In fact just now I realised I've got a plus equals in my acceleration, so I'm probably doing it all wrong, but it works, and that's the most important thing. It doesn't matter too much how it works, just that it does, and allows me to move on with production.

Collision Detection
Collision detection is also pretty simplistic. Everything in the game is represented in my physics code as a rectangle, or an Axis Aligned Bounding Box, AABB. Luckily for me SDL comes with a function for testing whether or not two rectangles are intersecting, so I don't even have to do any maths. The downside to this, is that it purely uses integers, rather than floats, which makes it kind of inaccurate. However I don't need accurate, so it's probably alright.

Using this method, there's some clear intersection going on when my player character falls onto the ground from a jump, rather than simply standing on top of it, but I was kind of expecting that. The SDL function does give me the position and dimensions of the intersecting rectangle, so I should be able to use that to detect what direction the collision is coming from, and adjust the moving character appropriately. Right now all I'm doing is halting the vertical velocity of the moving object, and ensuring that stays zero for as long as the player is on the ground.

If doing things so simply comes back to bite me in the ass in the future, well, I'll just have to deal with it.

What's next?
I have a milestone due next week, to meet it all I need to do is add some more platforms and make sure the movement and physics is all fine and hopefully not buggy. So over the next week I'll add some more platforms to test with, add a moving platform, and then potentially look at adding a swinging vine, as that is a game play element I want to have in the game. I've done some basic physics code with springs before, so I'm going to look at using that to do swinging vines with.

So next week I'll cover my progress with that, and possibly look at doing a super early pre alpha game play video to go with the milestone. Also spoke to one of my artists today, and hopefully I should also have some new art to show off next week 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!

****
Please log in or register to reply.
Live Events Refresh
The PiG Daily
22:30
Best Games of SC
ByuN vs Rogue
herO vs SHIN
Serral vs TBD
Clem vs TBD
PiGStarcraft497
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft497
Nina 120
StarCraft: Brood War
Britney 7342
sSak 365
Zeus 225
sorry 35
Dota 2
NeuroSwarm216
League of Legends
JimRising 685
Super Smash Bros
hungrybox1128
Mew2King187
Other Games
summit1g8984
WinterStarcraft433
C9.Mang0307
Sick137
Livibee64
ArmadaUGS49
Organizations
StarCraft: Brood War
Afreeca ASL 454
Other Games
gamesdonequick247
[ Show 14 non-featured ]
StarCraft 2
• Letter147
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2120
League of Legends
• Rush1139
• Lourlo1016
• Stunt223
Upcoming Events
CranKy Ducklings
4h 42m
WardiTV Invitational
5h 42m
SHIN vs MaxPax
herO vs HeRoMaRinE
ByuN vs Classic
Clem vs Rogue
AI Arena Tournament
11h 42m
BSL: Ladder Tournament
13h 42m
GSL
1d 2h
Yamato Cup
1d 9h
BSL Open Qualifier
1d 13h
BSL Open Qualifier
1d 13h
Replay Cast
1d 18h
Afreeca Starleague
2 days
Soma vs Jaedong
[ Show More ]
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Leta vs Soulkey
PiGosaur Cup
3 days
Kung Fu Cup
4 days
The PondCast
5 days
Replay Cast
5 days
Liquipedia Results

Completed

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
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
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.