Add precision to the RigidBody2D prototype notes

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Nathan Lovato 2019-05-09 12:10:02 +09:00
parent d21efdce14
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We have two options to handle the character's motion: controlling the physics ourselves with ~KinematicBody2D~, or relying on the Bullet physics engine with ~RigidBody2D~.
I expect that using Bullet will reduce our control on the character's motion, and that would lead to a different game feel and gameplay down the line: we could have the character hit objects, etc.
I expect that using Bullet will reduce our control on the character's motion, and that would lead to a different game feel and gameplay down the line: we could have the character hit objects and make them fall using physics, etc.
It's worth trying only to see if we can't make a game that feels as good or to avoid some code-related challenges.
You can use the existing hook mechanism almost as-is for this test, as it gives you a direction to hook to. The only element that has to change is the character.
The goal is to see if we can build a good hook movement with rigidbody2d, as good as with KinematicBody2D. See the questions below.
*** Questions
- What are the advantages of RigidBody2D in practice?