Jump to content
  • Advertisement
Sign in to follow this  

Real time physics in Caromble!

This topic is 2045 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

We are five guys that have worked as part-time indies on our upcoming Breakout/Pinball spin-off for the past couple of years.
We are using the java port of Bullet: JBullet for the game, and we just wrote a blog post about using physics in game development. Especially on the topic of intervening in your physics simulation for the sake of gameplay. You can read it here
Did other game developers here find it challenging to find the balance between using physics and intervention? 
Of course we are also eager to hear your opinion about our game. We'll try and update the blog weekly.
Feel free to follow us on twitter or on Steam Greenlight

Edited by harrysjoerd

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!