Session 76

We Have a Physics Engine

With recent sessions having veered heavily into nonsense, we decide it’s time to get back to brass tacks. We want the game to have great-feeling weapons, and you can’t have good weapon feel without recoil and knockback.

These are simple to implement on their own, but they represent the first time we’ve added a secondary mechanic that can influence the motion of the player. If multiple things can move the player around, how do you reconcile them? We settle on the following process: send motion events to a central piece of code that can resolve everything at once. Guess what? That’s a physics engine!