About 1-2 weeks ago I decided to make a game engine in my spare time. The most challenging aspect so far has been the handling of physics – how objects in the game behave when they collide.
I was able to get a few collision prototypes working. Here’s what the first prototype looks like, it could handle many moving objects, but the accuracy wasn’t perfect:
Disclaimer: I do not own the graphics depicted in this article, nor do I have permission to use them in a commercial product. The graphics were found using Google Image search, and they are being used here solely for showcasing the engine’s capabilities and progress. The tree sprites are from Here Be Monsters, and the player/wolf sprites are from Ragnarok Online.
What you’re seeing in the screen capture above is a bunch of objects (wolf sprites) being spawned with a “roam” AI package, which just makes the objects move around. This AI package idea will be expanded upon later, but it’s kind of how Skyrim AI works, mixed with Final Fantasy XII Gambits – interchangeable and override-able behavior stacks for different scenarios.
(The screen capture above doesn’t reflect 60 FPS due to gif recording at the time. It’s also a .gifv image hosted by Imgur, my apology if the buffering is choppy…)