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Session Name:

Designing with Physics: Bend the Physics Engine to Your Will


Modern indie-friendly frameworks like Unity use physics engines (like Box2D or PhysX) to simulate the game world. That makes it easy to prototype your game, except that when you want hard collisions between heavy objects, everything glitches out and explodes. You can't tune it to feel tight or realistic, and you wind up with a game that feels 'floaty'. You don't want to get a degree in advanced physics, you just want to know how to make your game feel solid without writing your own physics engine. I've stopped making floaty games and I'm here to help you do the same.

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