How do I use Physics to simulate a Platformer?

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  • Hello Everyone!

    I am trying to make a platformer game, using physics instead of the Platform behavior. I rely on physics because my game involves Portals, and they heavily rely on physics to make the game mechanics similar to Valve's Portal Series. Earlier in development, I use the platform behavior on top of physics, but that didn't work well. Does anyone have any ideas?

    Thank you,

    dk865

  • If you want to use physics for movement, use it exclusively.

    Solid platforms would be set to immovable. You'll need to recreate all the other features of the platformer behavior yourself.

    That said, there's nothing about portals that should need the physics behavior, given that portals are by nature NOT following physics rules, and the physics behavior is doing it's best to simulate real physics. Your decision to rely on physics is probably based on a flawed assumption to begin with.

  • Thanks for the response!

    I use physics to contain momentum and set the momentum to be at the angle of the portal, whenever the player passes through the portal. I also use physics during some antigravity test chambers, so I’m pretty sure that my assumption wasn’t flawed.

    I know the basics of physics, as I’ve made games with it before, but I just want a decently straightforward explanation to using it to simulate platform controls, such as jumping once while only on the ground, and moving around without much acceleration or deceleration.

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  • The platform behavior also has vector x and y available and adjustable for momentum purposes, along with moving angle and angle of gravity.

    You can recreate it with physics behavior, it's just going to be a lot more work and you'll probably find less help with it in since it's not common. Good luck though.

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