• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:12
CET 04:12
KST 12:12
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !9Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
Micro Lags When Playing SC2? ComeBackTV's documentary on Byun's Career ! When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview
Tourneys
$100 Prize Pool - Winter Warp Gate Masters Showdow $5,000+ WardiTV 2025 Championship Winter Warp Gate Amateur Showdown #1 Sparkling Tuna Cup - Weekly Open Tournament RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Mechabellum PC Games Sales Thread
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1932 users

Student Game Dev Part Eleven - Fixing the Physics

Blogs > Soan
Post a Reply
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
February 07 2014 00:43 GMT
#1
+ Show Spoiler [Previous parts] +
Part One - It begins
Part Two - Technical Foundation
Part Three - Game Design
Part Four - Input and Physics
Part Five - More Physics Things
Part Six - Even More Physics
Part Seven - User Interface
Part Eight - UI and the Editor
Part Nine - Editor Progress
Part Ten - Progress, and videos


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 talked about the progress I'd made, and talked a bit about performance issues again. This week I'll be talking about the fixes I've made to the physics, and talking about performance again. Also finally got around to adding a couple of debug console commands, namely loading a level from file and toggling physics debugging rendering on and off.

Fixed Physics
I managed to successfully improve the movement, and fix a couple of physics bugs this week. At the start of the week, I had been a little worried about managing to fix it by the end of the week, when the last alpha milestone is due, but it was successfully done by the end of Wednesday. Having it fixed by then has allowed me to relax a little for the last couple of days, and take care of some smaller things, as I don't want to work on anything major in case I irrevocably break things before the milestone.

Most of the fixing for the physics came from adjusting what happened in collision reactions. The SDL function I'm using to detect collision between two rectangles returns another rectangle that contains the position, width, and height of the intersection. Originally I had been using this to determine how far to correct the players position, as I already knew what direction the player was, whether it be left/right, or above/below. Now, the players position is corrected by a fixed amount, with this amount being determined by the size of the tile, and the size of the players sprite.

When I first started writing the physics code, each physics actor had a single flag for whether or not they had collided with another actor. I changed this to having separate flags for vertical and horizontal collisions, and then wondered why I had ever done it with the single flag in the first place, as two made much more sense given that the physics is based around rectangles. So if the player is above/below a tile, that is a vertical collision, to the left/right is a horizontal collision. I also adjusted the collision response in such a way that on a vertical collision, when the players position is corrected, they are still colliding, but only just. Visibly they player does not look like he is colliding with anything. Both of these changes allowed me to fix the jittering, as that was being caused by the player colliding, being moved up, not colliding anymore and being forced down by gravity, colliding again, moving up again, etc. Now, as long as the player stands on a platform, they are always in state of vertically colliding and so gravity will not take effect.

There are still a few bugs, but they are relatively minor and not particularly game breaking. The first involves trying to run into a wall, you get the same kind of jittering on the player that used to happen when the player was on a platform, but more pronounced. The second involves corner tiles, depending on how you hit the corner tile, you could end up inside it, or teleported to the top of it. If you end up inside it you can still move out of it however, so a player wouldn't get stuck. These are all fixable, and will be fixed at some point.

The third bug, might end up remaining unfixed as a feature. When the player falls, say they ran off the edge of a platform, they can jump while in mid air. You can't double jump in Sam the Pirate, so while a jumping animation is being run hitting jump again will not do anything. However hitting a tile from below changes the players animation to a running animation, so it's possible to chain jumps for some distance, as long as you're hitting the bottom of a tile. This bug/feature has also made me realise I don't have a falling animation, although maybe the jump animation that plays while you're in the air is also a falling animation, in which case fixing this bug/feature will disable being able to jump while falling. Maybe I could fix it and keep this effect, as it could be interesting. You can see it in the new gameplay video below:



What do you guys think? Fix or keep jumping while falling?

Performance
I tested the game on my laptop at home again, this time I managed to get around 20 fps when in debug mode, which is a nice improvement. Still not 100% sure what I did to improve this, but it must have something to do with the changes I've made in the physics code I guess? I dunno. I did play around with some of the code in the physics, what order things were being processed etc, so that must be where it came from.

I've also possibly come up with a method of rendering all the static tiles in the level at once, rather than individually like I currently am. I haven't been too sure how to do this in SDL until now, but I think that I can probably render each static tile into an SDL surface, generate an SDL texture from this surface, and then use that texture to render into the main rendering surface. This would certainly save a lot of time on the rendering side, but would increase the initial load time for a level.

At some point soon, I should also look at doing some profiling, and finding out where the bottleneck actually is. Right now I think it is the rendering, but it could also be on the processing side, as there are quite a large number of tiles. I need to start timing things and finding out how long each takes.

What's next?
Over the next week, I'll look at changing the static tile rendering as I mentioned earlier, and work on the editor further, as it's the next important piece of the puzzle I need. The next step for the editor is being able to place other level elements, like enemies and moving platforms etc. I've also got a demonstration on Monday to the schools games faculty, but I feel pretty good about that as I think I'm mostly on track.

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
Ladder Legends
19:00
WWG Amateur Showdown
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 132
StarCraft: Brood War
Britney 20540
Hyuk 673
Shuttle 523
Larva 252
NaDa 63
Mong 19
Hm[arnc] 16
Dota 2
monkeys_forever621
LuMiX1
Counter-Strike
summit1g10099
Super Smash Bros
hungrybox181
Heroes of the Storm
Khaldor186
Other Games
JimRising 435
PiGStarcraft200
Mew2King127
ViBE66
Trikslyr63
kaitlyn30
PiLiPiLi10
Organizations
Other Games
gamesdonequick1088
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• practicex 33
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki8
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22520
League of Legends
• Doublelift4250
Other Games
• Scarra1020
Upcoming Events
Sparkling Tuna Cup
6h 48m
Ladder Legends
13h 48m
BSL 21
16h 48m
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
1d 5h
Wardi Open
1d 8h
Monday Night Weeklies
1d 13h
WardiTV Invitational
3 days
Replay Cast
4 days
WardiTV Invitational
4 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
5 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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 © 2025 TLnet. All Rights Reserved.