▲ | pizzafeelsright 3 days ago | ||||||||||||||||||||||
I am very curious how the physics feel realy-wordly for the most part at the mathematical level. Are there existing algos that define the gravitational pull of the "Facts" spots or was there a lot of tweaking? The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice. | |||||||||||||||||||||||
▲ | franck 3 days ago | parent | next [-] | ||||||||||||||||||||||
The physics engine we are using is Rapier 3D which does a lot of the heavy lifting, even though we had to tweak a lot the physics properties of the ball and surfaces in order to get something that felt right. For hotspots specifically, we implemented the magnet-like effect with custom code (by applying a force that pushes the ball toward the center and slowing it down at the same time) as there is no attractor primitive in Rapier. The dual input is indeed a consequence of our isometric-view design choice, which I agree may not be the easiest way to control the ball. But the 45 degree angle just looks cooler in our opinion. | |||||||||||||||||||||||
▲ | mrighele 3 days ago | parent | prev | next [-] | ||||||||||||||||||||||
> The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice. Well they say "A Marble Madness-inspired WebGL game" so there is not much choice about the rotation [1] | |||||||||||||||||||||||
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▲ | munchler 3 days ago | parent | prev [-] | ||||||||||||||||||||||
FWIW, you can mentally remap the keys to partially eliminate dual input. E.g. Pressing down and right together as a single input moves the marble southeast. This considerably simplifies game play for me. |