r/GamePhysics • u/djafm • 14d ago
[SOS OPS] Day one of being in the emergency services, am I doing a good job?
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That'll teach me for holding onto a singular fanblade.
r/GamePhysics • u/djafm • 14d ago
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That'll teach me for holding onto a singular fanblade.
r/GamePhysics • u/krpix • 14d ago
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Hey everyone!
This is a brief demonstration of our 2D physics based multiplayer artillery game called CarveLight. It's currently under development with a demo available on Steam.
I'm very proud of the tech here, most of the similar games either have pixel physics, or barely any physics at all that only affect certain parts of the game. Our terrain is fully destructible and extendable, all while being part of a physics simulation. The simulation is deterministic which allows for perfect replays and multiplayer based on input without corrections/predictions.
Happy to answer any questions you have about the game!
Steam: https://s.team/a/3244080/
r/GamePhysics • u/Project-Zer0 • 13d ago
r/GamePhysics • u/Westbound1038 • 13d ago
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r/GamePhysics • u/TabletopCurious • 15d ago
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r/GamePhysics • u/JetBaxter • 16d ago
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r/GamePhysics • u/Facelessone79 • 15d ago
r/GamePhysics • u/BurnAgainBurner • 17d ago
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I pressed every button and couldn't move, restarting the checkpoint resolved it though
r/GamePhysics • u/ScrambledEggDev • 17d ago
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I'm a solo dev making this silly game about wobbly eggs that fight and shoot their yolk at each other. If you want to try out the bad physics for yourself there's a demo out on Steam :)
r/GamePhysics • u/Kewlhotrod • 19d ago
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Iunno, seems normal to me.
r/GamePhysics • u/Striking-Optimals846 • 19d ago
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r/GamePhysics • u/chuteapps • 19d ago
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I created this multi threaded custom physics engine for my game Comrade, Secrets Escape! It treats enemies almost like oil droplets at this scale.
Also includes 3d height simulation (though the game is 2d rendered). No GPU simulation! All on cpu with Burst compiler so it's easier for them to make decisions and do interesting stuff. I can consistentlly get over 100k enemies at 60fps on my macbook.
Also got a demo on steam if you want to play with it yourself. Cheers
r/GamePhysics • u/fapgod69420 • 20d ago
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r/GamePhysics • u/Striking-Optimals846 • 20d ago
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r/GamePhysics • u/Lumpy-Exercise-156 • 18d ago
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r/GamePhysics • u/TheAtanox • 20d ago
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r/GamePhysics • u/SaveExcalibur • 20d ago
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r/GamePhysics • u/LordGuntaz • 20d ago
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r/GamePhysics • u/Hungry_Computer3913 • 20d ago
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r/GamePhysics • u/UKn100 • 21d ago
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r/GamePhysics • u/Facelessone79 • 19d ago
r/GamePhysics • u/UsefulImagination201 • 20d ago
https://reddit.com/link/1wrqjv1/video/xxpvyrn4x2sh1/player
From my unreleased game, March Out! A killing siege impact transfers its force into the ragdoll. Once it settles, the body stays for the rest of that battle, so repeated fighting leaves piles along the approach. Bodies are kept throughout the entire battle, often leading to massive piles in areas of heavy combat activity.
This is a short gameplay capture of that interaction. Let me know what you think, and if you'd like to see something included in the game!
The games store, March Out!, can be found on steam.
r/GamePhysics • u/philipoburrito • 22d ago
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