So, I need some kind of explanation for this. I was recently playing Tiny Wings on my iphone, and I was trying to figure out how the collision was coded. I’m new to coding and making games in general, so I’m not that familiar as to how people go about tweaking the physics of their game. It seems obvious that the bird in Tiny Wings is not just plain physics. For example, if the bird hits the top of a hill, it almost always bounces the same way, and if it hits the rising part of the hill, it never bounces, and goes straight to sliding up. Same thing when it hits the down slope. My question is, are the designers simply changing/limiting the physics interaction in code based on when the bird hits the mountains? or is it just all custom written with no physics? What I would like to know is what the best workflow is for polishing the motion of a character like that in unity so that it doesn’t look like it’s always at the mercy of the engine’s physics. Is it simply just editing physics properties, or some other way? My experience with physics so far is that it’s very unpredictable and…well, sticky Any explanation is welcomed. Thanks!
hey! ive never played tiny wings, but it does sound like the physics is custom written. truthfully alot of the time, physics is faked completely and is made to just look like its working. this happens alot in flash games and mobile games especially cuz realistic physics is really expensive
also it depends alot on your game design, sometimes you might want more control in what you want your players to experience so you wont want everything to be handled by the physics engine. sometimes games would use a combination of both! hope this answered your question