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physics library?
Posted: Sat Nov 14, 2015 10:44 am
by chimmihc
I am making a game that will require a physics system and contemplate using the physics library.
The game will have thousands objects to be effected in some way by the physics(Most of them static) and I would like advice from people with experience with the library.
Would it be better to make my own system for the physics?
Re: physics library?
Posted: Sun Nov 15, 2015 2:22 am
by Beelz
That depends what kind of game you plan on making. I find that for small projects its easier to just use the built-in physics. Larger, more complex projects I would use a library like BUMP.
Re: physics library?
Posted: Sun Nov 15, 2015 4:31 am
by MadByte
Beelz wrote:That depends what kind of game you plan on making. I find that for small projects its easier to just use the built-in physics. Larger, more complex projects I would use a library like BUMP.
BUMP is no physics library. It's just for axis aligned bounding box collision detection / basic resolving at the moment. Also, if you want to start a project which doesn't need complex physics I would recommend you to use BUMP first instead of love.physics because it's much easier to use.
Otherwise if you need a complex physical simulation you should use love.physics(known as Box2D) instead of writing your own physics engine.
Re: physics library?
Posted: Tue Nov 17, 2015 2:27 am
by Zarty55
It really depends. I mean, if you need a precise physics simulation you should use Box2D, unless you want to bother with making your own physics engine. Use if you want, but keep in mind it's pretty complex (not hard to learn, though) and it takes a bit of work to make it do things the way you want it.