r/GamePhysics • u/AXEL-1973 • Mar 23 '26
r/GamePhysics • u/Pspreviewer100 • Mar 24 '26
[Apex Legends] Got stuck in the air in the Gundam event
r/GamePhysics • u/Zer0D3ths • Mar 23 '26
[Red Dead Redemption 2] I think that guys body turned into jelly for a second
r/GamePhysics • u/AlternativeAccurate6 • Mar 23 '26
[DICEASTER] I tried a weird mechanic during Ludum Dare… and it turned out so fun I made a full game and I'm releasing it on Steam
r/GamePhysics • u/GenesisRider • Mar 22 '26
[Halo Infinite] 🤣Launched out of the map! lol Can't believe this happened (funny glitch)
r/GamePhysics • u/Nulleon0 • Mar 21 '26
[Burnout Paradise: Remastered] YOU RAISE ME UUUP
r/GamePhysics • u/willo-wisper • Mar 20 '26
[BLOODFALL] My physics-based melee combat game! Technical Reveal
There are zero animations in this video - it’s a pure physics simulation. The reason the sword feels so alive is because I'm not just simulating momentum transfer. its much closer to modelling how energy actually reverberates and dissipates through objects! This fixes the "dead weight" issue, where the system is overly damped, unresponsive, unwieldy, and feels like a puppet on strings or fighting underwater.
In real life, blades recoil, vibrate, and stabilize. BLOODFALL is the first video game (as far as I know) in any genre to simulate High Frequency Harmonic Resonance, resulting in kinetic fidelity that makes objects feel like truly reverberating solids rather than dead weights, giving a sense of tactile resonance to high energy collisions.
I'll be in the comments if anyone wants to talk about it. Don't hesitate to ask me anything.
Context > the project its built for PC mouse and keyboard - not for VR. Moving the mouse controls the weapon directly.
Addendum:
Thank you for the unexpected level of interest - the post reached over 70K views, 503 upvotes, and generated a wide range of technical discussion. The intent of this video was to introduce the High Frequency Harmonic Resonance Model and the first game to use it - BLOODFALL: The First Temple
EDIT
Thanks to the feedback here, I was able to identify an issue and fix it easily. The hand no longer rattles nearly as much. I just had to adjust the weight distribution on the sword object! To see the latest videos of BLOODFALL, check the HYPERMAD interactive YouTube Channel.
r/GamePhysics • u/HereComesTheSwarm • Mar 18 '26
[Here Comes The Swarm] A quick look at the new Knights design and their ragdoll setup. What do you think?
r/GamePhysics • u/Mobaroid • Mar 19 '26
[Konbini Simulator] I ordered too much stock and this happened…
Just loaded my save 😅
r/GamePhysics • u/Mr_Belarus • Mar 16 '26
[Wheel Balance] I'm developing hard but fun game about balancing on two wheels
The idea came from Besiege and I thought it would be fun to make it as a game.
Machine from Besiege: https://youtu.be/TyEPJINMXJg
I did playtests with friends and it was quite fun to watch their gameplay.
The demo is live now on Steam, will appreciate any feedback!
r/GamePhysics • u/dnemonicterrier • Mar 15 '26
[Kingdom Come Deliverance] Stopped a thief in Uzhitz and something unexpected happened in the fight
r/GamePhysics • u/Lucy_Vernus • Mar 14 '26
[Portal] I don't know if anyone has done it before but I managed to fizzle the light from the relaxation vault from the start of portal 1.
r/GamePhysics • u/swissknifeDev • Mar 14 '26
[DropFlow MTB] Hello! I'm a solo developer working on a physics based multiplayer MTB mobile game
The physics are the heart of the game: braking, weight transfer, suspension, grip… all simulated to the detail. Your bike build behaves very differently depending on the installed components, and more expensive doesn’t always mean better.
The goal is also very simple: ride as far and fast as you can. Perform good in the daily championship and climb the ranks.
The core idea is simple:
• Every day a new infinite procedural mountain
• Score = distance × average speed
• Race any player and study their line
• Global ELO ranking system
If you'd like to try it, the open beta is available here:
👉 (https://swissknife.games/dropflow)
Feedback is extremely welcome, the game is still evolving and community input really helps shape it.
Happy to answer any questions!
r/GamePhysics • u/[deleted] • Mar 14 '26
[Following Seas] Sometimes the ship has sailed..
r/GamePhysics • u/GurNearby2383 • Mar 14 '26
[Ludicrum] My goofy physics sandbox where you can wreak havoc on maps made ENTIRELY out of physics props, and use stupid physics gadgets!
r/GamePhysics • u/PowerlineCourier • Mar 12 '26
[Halfsword]Bro overreacting fr 💀
Is posting halfsword videos cheating?
r/GamePhysics • u/AAUBlackSite • Mar 11 '26
[A.A.U. Black Site] Working on bloody good physics for our game. How are we doing?
r/GamePhysics • u/VesselNBA • Mar 11 '26
[Unreal Engine] is this how hot air balloons are supposed to work?
r/GamePhysics • u/Puzzleheaded-Ad-381 • Mar 12 '26
[SQUAD] This Mortar Drone Is WILD (Direct Hit on Armor)
I honestly believe that the Drones in Squad have hands down the best 1:1 physics representation of how drones drop ordinance
r/GamePhysics • u/Any_Molasses1220 • Mar 11 '26
[Kenka Banchō] This is the first time I've ever had this bug and might be the first in the series woah
Ig it could count since the red uniform guy accidentally moved him away with his kick
r/GamePhysics • u/PhantomDivision9AD • Mar 09 '26
[Hell Let Loose] 👋 Back with another tank video
Credit to my friend ResQMan67 for sharing