Issues with Box2D as our physics engine
Posted: 17 Oct 2014, 0:49
I came across an article that talked about why using Box2D for a Mario-style platformer game was not a good idea.
I believe a big issue was that if the player stands on an object such as a platform, and that platform starts moving sideways, the player will remain stationary while the moving platform will slide out from under their feet, and there is no easy way to make the player move along with another object.
However, the article itself also discusses many other issues with using Box2D which could possibly affect our game engine.
This could cause problems in the future when we need to implement moving platforms like from SMB3 and SMW. Therefore, I wanted to see what everyone thinks of this, and whether it is a big deal or not.
Here is a link to the full article (the example is for iPhone games, but the concept should still be the same with our game):
http://www.learn-cocos2d.com/2013/08/physics-engine-platformer-terrible-idea/
I believe a big issue was that if the player stands on an object such as a platform, and that platform starts moving sideways, the player will remain stationary while the moving platform will slide out from under their feet, and there is no easy way to make the player move along with another object.
However, the article itself also discusses many other issues with using Box2D which could possibly affect our game engine.
This could cause problems in the future when we need to implement moving platforms like from SMB3 and SMW. Therefore, I wanted to see what everyone thinks of this, and whether it is a big deal or not.
Here is a link to the full article (the example is for iPhone games, but the concept should still be the same with our game):
http://www.learn-cocos2d.com/2013/08/physics-engine-platformer-terrible-idea/