{"author_name":"Milo","cat":"MiniLD","comments":[{"author_name":"TuxedoFish","time":"February 23, 2013 1:53 pm","epoch":1361645580,"text":"O that sounds really cool.  I wouldnt like to try to mimick a slippery surface sounds very hard \ud83d\ude2e but gll with it and i hope ULTIMATE SLIDING SIMULATOR is AWESOME :p","spam":"N"}],"epoch":1361645040,"likes":0,"metadata":{"p_key":"47226","p_author":"Milo","p_authorkey":"2934","p_urlkey":"82889","p_title":"Physics: Real World(ish) Style","p_cat":"MiniLD","p_event":"LD25","p_time":"1361645040","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"2934","us_name":"Milo","us_username":"milo","event_start":"1355443200","event_key":"14","event_name":"LD25"},"text":"<p>Apparently, it takes some effort to make a physics engine that mimics some of the nuances of the real world. Namely, the whole thing with making surfaces act like they&#8217;re slippery is somewhat challenging to do seamlessly. I think I&#8217;ve got the physics down now, but my game is basically a diagonal line (above which is the color #FFFFFF and below which is #00FFFF) which has very little friction and a little player (who I call &#8220;black box&#8221; on account of him being a black rectangle) who falls down it. My game, now, could be aptly titled &#8220;ULTIMATE SLIDING SIMULATOR&#8221;, but I think I&#8217;ll be a little more ambitious than that.<\/p>\n <p>(I&#8217;ve also made a neat data structure so I can generate the world in whatever chunks I wanna and can make the world arbitrarily large. That&#8217;s not nearly as exciting though. It&#8217;s got a few bugs, but they&#8217;re of the nature &#8220;If the player attains a sufficiently high velocity, the world around them will generate 1 frame too late and they&#8217;ll either crash the game or pass through a solid surface&#8221;<\/p>","time":"February 23rd, 2013 1:44 pm","title":"Physics: Real World(ish) Style"}