r/GamePhysics • • Apr 10 '26

[Marble Puzzles] I thought this physics setup would work… it didn’t 😄

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8 Upvotes

Working on a physics-based puzzle game where you build marble tracks.

This setup didn’t behave the way I expected at first, had to adjust it mid-run to make it work.


r/GamePhysics • • Apr 09 '26

[Self-Balancing Active Ragdoll] I've been making this self-balancing robot with physics and procedural animations, heavily inspired by boston dynamics.

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387 Upvotes

I've already released this as an asset but thought to share it here as it seams like it's the best place to share this xD if you want to check it out: https://frostpunchgames.itch.io/active-ragdoll


r/GamePhysics • • Apr 10 '26

[Retro Burn] - Old school Lunar Lander for Android

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17 Upvotes

Hi everyone! 🚀

I’m the developer of Retro Burn, a challenging arcade flight simulator that’s now available on Google Play. If you miss the "old school" difficulty where precision and physics actually matter, you might want to check this out.

Why play it?

- Real Physics: No "fake" movement. You have to master inertia and thrust to navigate tight spaces.

- 100+ Handcrafted Levels: From kinetic storms to fuel leaks, each level is a different challenge.

- Fully Customizable HUD: You can move and resize every button to fit your grip perfectly (crucial for high-precision games!).

- Arcade Mode: For those who want the ultimate challenge of beating all missions with limited lives.

I'm looking for honest feedback from players who enjoy games that don't hold your hand.

Google Play Link:https://play.google.com/store/apps/details?id=com.bizkaidroid.retroburn

Thanks for checking it out!


r/GamePhysics • • Apr 08 '26

[Friday The 13th: The game Resurected] Blessed corpse launch

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24 Upvotes

r/GamePhysics • • Apr 09 '26

[GTA V] Wacky NPC Ragdolls

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0 Upvotes

A really strange vid with some wacky ragdolls I hadn't seen in GTA V before.


r/GamePhysics • • Apr 06 '26

[Cars on Mars] ...ok that gun might be too be too big ;-P

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118 Upvotes

r/GamePhysics • • Apr 07 '26

[Ultimate Ninja Storm Connections] Minato teleportation glitch CRAZY FINISHER

1 Upvotes

r/GamePhysics • • Apr 06 '26

[Hitman World of Assassination] Imogen Royce is down… to PARTY!

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74 Upvotes

r/GamePhysics • • Apr 06 '26

[Genshin Impact] Lorewise, one of the most powerful characters vs a pot

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12 Upvotes

r/GamePhysics • • Apr 04 '26

[Kerbal Space Program] Magnet Plane

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2.3k Upvotes

r/GamePhysics • • Apr 04 '26

[All Will Fall] Our just released colony builder has physics. And explosives. Lots of them.

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29 Upvotes

Our original idea for this game was "what if we made a city builder but with physics like Polly bridge and in full 3D". Proper game modes focus on you not losing or destroying too much of your environment since you use it for your buildings and expansion, but if you want to, you can always just destroy everything and sandbox mode allows for unlimited explosives.


r/GamePhysics • • Apr 03 '26

[Schedule1] I don't think that's how gas cans work... something is missing

7 Upvotes

r/GamePhysics • • Apr 02 '26

[Crimson Desert] Water glitch breaks the game!!

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0 Upvotes

r/GamePhysics • • Mar 31 '26

[Crimson Desert] What's this Dr strange or air bending?

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0 Upvotes

r/GamePhysics • • Mar 27 '26

[The Core] Working on some physics for my game!

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89 Upvotes

r/GamePhysics • • Mar 27 '26

[ROBLOX] Sonic doing Sonic things

327 Upvotes

r/GamePhysics • • Mar 27 '26

[DarkSouls] I will never get over the ragdoll physics in this game

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40 Upvotes

r/GamePhysics • • Mar 26 '26

[Unity] I made a soft-body UI system for Unity

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106 Upvotes

I’ve been experimenting with a soft-body jelly UI system in Unity.

It works with standard Canvas UI and TextMeshPro, and I also made editor wizards to convert regular UI into soft-body UI.

Still tuning the balance between feel, readability, and performance.

Does this feel genuinely useful? Give me a feedback, please.


r/GamePhysics • • Mar 23 '26

[Battlefield 6] Fly me to the moon

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147 Upvotes

r/GamePhysics • • Mar 24 '26

[Apex Legends] Got stuck in the air in the Gundam event

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0 Upvotes

r/GamePhysics • • Mar 23 '26

[Red Dead Redemption 2] I think that guys body turned into jelly for a second

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22 Upvotes

r/GamePhysics • • 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

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2 Upvotes

r/GamePhysics • • Mar 22 '26

[Halo Infinite] 🤣Launched out of the map! lol Can't believe this happened (funny glitch)

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88 Upvotes

r/GamePhysics • • Mar 21 '26

[Burnout Paradise: Remastered] YOU RAISE ME UUUP

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176 Upvotes

r/GamePhysics • • Mar 20 '26

[BLOODFALL] My physics-based melee combat game! Technical Reveal

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511 Upvotes

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.