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Physics and Collision Print

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Simulating the world.

WHAT A PHYSICS ENGINE PROVIDES

Rigid body simulation Collision detection and response Constraints and joints

Queries: rays, overlaps, sweeps

WHAT COLLISION DETECTION INVOLVES

Broad phase, eliminating distant pairs cheaply Narrow phase, computing exact contacts

WHAT COLLIDER SHAPES DIFFER IN

Cost, from cheapest primitives to expensive arbitrary meshes.

WHAT TO PREFER

Simple shapes, approximating the visual form.

WHY

Exact colliders are expensive and rarely necessary.

WHAT TUNNELLING IS

A fast object passing through a thin object between frames.

WHAT PREVENTS IT

Continuous collision detection, or thicker colliders, or smaller timesteps.

WHAT LAYERS PROVIDE

Control over what collides with what.

WHY THAT MATTERS

Most objects need not test against most others.

WHAT TRIGGERS ARE

Colliders detecting overlap without physical response.

WHAT THEY SUIT

Detection zones, pickups, and area effects.

WHAT TO KNOW ABOUT PHYSICS-DRIVEN GAMEPLAY

It is unpredictable, and difficult to tune precisely.

WHAT TO PREFER FOR PRECISE MOVEMENT

Direct control, with collision queries, rather than forces.

WHY

Physics-driven characters feel imprecise, which players notice immediately.


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