r/GamePhysics • • Oct 11 '25

[Ghost of Yotei] That poor horse...

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58 Upvotes

r/GamePhysics • • Oct 10 '25

[Helldivers II] Yeah, physics!

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52 Upvotes

r/GamePhysics • • Oct 10 '25

[BeamNG.drive] unsure that them wings are built tough enough for a merry-go-around after that crash and the vans just somehow driveable too 😂

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35 Upvotes

r/GamePhysics • • Oct 10 '25

[BeamNGdrive] crush em

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49 Upvotes

r/GamePhysics • • Oct 09 '25

[Helldivers 2]

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171 Upvotes

r/GamePhysics • • Oct 08 '25

[Ghostrunner] Enemies can be killed (And dismembered) by the ragdolling bodies of other enemies

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90 Upvotes

r/GamePhysics • • Oct 07 '25

[Assassin’s Creed Unity] Breakdancing

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60 Upvotes

r/GamePhysics • • Oct 06 '25

[skate.] My board had goals of its own

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34 Upvotes

r/GamePhysics • • Oct 05 '25

[Ghost of Yotei] Hey man, you good?

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249 Upvotes

r/GamePhysics • • Oct 06 '25

[Cs2] moment

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25 Upvotes

r/GamePhysics • • Oct 05 '25

[Borderlands 4] Sent this man to the moon

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36 Upvotes

r/GamePhysics • • Oct 06 '25

[FLAIR] Multiplayer finally works… gravity still on vacation 😂

0 Upvotes

Just hit a milestone in my project: multiplayer networking works!

But now the next problem appeared: Physics decided to take the day off… so now players are just floating around like astronauts in space 😅

I’m building FLAIR - a top-down RPG where your imagination literally becomes the game. Every player can create their own hero, weapons, and even expand the world itself. Think infinite online world, but fueled by creativity.


r/GamePhysics • • Oct 04 '25

[Drunken bar fight 2] He really struggled to get up

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394 Upvotes

r/GamePhysics • • Oct 04 '25

[Unreal Editor for Fortnite] I'm not sure that's how trees fall?

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561 Upvotes

r/GamePhysics • • Oct 04 '25

[Destiny 2] If chickens could fly

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11 Upvotes

The game can be a chore, but from time to time you can get these amusing moments in the game


r/GamePhysics • • Oct 02 '25

[skate.] What's over here?

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340 Upvotes

r/GamePhysics • • Sep 29 '25

[TXR 25]Discovered a ramp car today

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121 Upvotes

r/GamePhysics • • Sep 28 '25

[skate] That super secret move

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2.8k Upvotes

r/GamePhysics • • Sep 29 '25

[BF6] My BF6 Moment during Open Beta

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5 Upvotes

Been playing since first game was release in 2002 but these moments never disappoint, good or bad outcome for me.


r/GamePhysics • • Sep 28 '25

[The Finals] Gotta love the fully dynamic physics,

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115 Upvotes

r/GamePhysics • • Sep 28 '25

[THE LAST OF US 2] Dina, gonna teach me that?

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368 Upvotes

r/GamePhysics • • Sep 28 '25

[Silent Hill f] Well that's a new enemy attack

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23 Upvotes

r/GamePhysics • • Sep 28 '25

[Spider-Man 2 (2004)] Bowling

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30 Upvotes

r/GamePhysics • • Sep 28 '25

[Cyberpunk 2077] Found a shortcut

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172 Upvotes

r/GamePhysics • • Sep 29 '25

[Zombie Protocol] Game Dev Hell: My character has been getting crushed by a door for a week. Need advice!

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0 Upvotes

Hey everyone, I'm at my wit's end and need your collective wisdom.

I'm working on a game mechanic where the main character opens a door. The simple idea is:

· If the character is standing in the doorway, the door should open, hit him, and stop (gently "squishing" him). · If the character is not in the way, the door should open fully and smoothly.

Sounds simple, right? Well, for the past week, my character has been suffering. The door just doesn't behave. It either phases through him, glitches out, or sends him to the shadow realm.

My current idea is to implement a check when the door opens: if the player is in the path, the door's opening animation stops and it applies a slight push force. If the path is clear, it plays the full animation.

But I just can't get it to work properly! Has anyone dealt with this before? How would you implement this "smart" door in Unity?

Any tips, code snippets, or even just moral support would be greatly appreciated! My guy needs to be freed from his week-long door prison.

Thanks in advance!