Observation about gameplay physics.

Most game objects have one of the following basic movement patterns:



-linear

-back and forth

-circle

-wave

-gravitational arch

-the contour of the ground



It's just the way they are being used that makes the difference.  You can have the same movement pattern with different graphics and a different collision event, and you have an entirely different object.

Comments

  • I would replace "gravitational arch" with the more accurate "parabolic", since the use of "gravitational" would imply that all objects, regardless of mass, experience the same acceleration.



    Unfortunately, most games (at least on older systems) that attempt to include parabolic motion don't get the corresponding velocity table shaped correctly and it ends up feeling "off" since intuitively you can tell that it isn't what any level of gravity would actually do.
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