![]() There are two ways game simulations often work. If you're using your own engine, you may have to do that math yourself. This article also assumes you're using a game engine like Unity that can do a lot of the work for you, like raycasting against geometry and orienting a character, with simple function calls. (Hope you're not disappointed when you see what's under the hood.) It works the same whether you're making a 2D game or 3D game, it's just that the vectors are different, so I'll start off with 2D and then discuss some wrinkles when going to three dimensions. The fundamentals of doing swinging the way I did - using constraints - are actually quite simple. I'm pretty sure this has been the right call, anyway, because it gives me control over everything - and I can share it with you. I believe it's possible to simply go into Unity and use the Configurable Joint to do some very similar stuff, but at the time it wasn't available. When I started working on Energy Hook I mostly did everything with my own custom code. I'm going to discuss how I like to implement a rope-swinging gameplay mechanic. ![]() (Well, it's all about your graviton-powered grapple beam, anyway.) I've lately been working on a game called Energy Hook - recently launched on Kickstarter - which is all about rope. all of which, in one form or another, included rope. ![]() You may remember me from such games as Die By The Sword, Spider-Man 2, and Schizoid. Hi! I'm Jamie Fristrom of Happion Laboratories.
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