Thursday, September 22, 2016

Fundamental physics component(s) in component-based game engine




What are the "smallest" physics components in your component-based game engine?


Would it make sense to create something like Positionable, Rotatable, Movable, Collidable and combine them the way you want or is it better to use one unified component like PhysicsInteractable?



Answer




Well, it depends of the overall look of your engine. I have always aimed for static and dynamic objects; the static ones just sit there with their collision data and the dynamic ones get updated and checked against static and other dynamic objects.


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