Author: | Lars Hinnerk Grevsmühl |
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Supervisor: | Prof. Gudrun Klinker, Ph.D. |
Advisor: | Daniel Dyrda, M.Sc. |
Submission Date: | 15.03.2020 |
Abstract
The approach outlined in the following introduces a new way to simulate the physics of 2D game characters that cannot jump. The focus of the paper is on exploring the possibility of representing characters as a set of two points on a graph. These points move along the edges and resolve collisions. This was tested by implementing a prototype and developing several features around it. While the prototype was functional for a multitude cases, there were several exceptions that could not be solved with the current set of rules. A graph-based method was able to move the characters and to resolve collisions, but it failed at handling all cases that needed characters to be stacked on-top of each other. A graph-based approach is problematic when characters have a width, collide with each other and need to fall down ledges. If a game requires all three of these, it is recommended to use traditional collisions instead of the graph-based approach. If the game does not e.g. require the characters to collide with each other a graph-based solution might be beneficial.
Implementation
The approach described in this paper allows Graphbodies, which are replacing RIgidbodies in our system, to perform multiple actions. This includes:
- Movement along edges
- Collision with other bodies
- Falling down ledges
- Jumping on to another body
Conclusion
Bachelor Thesis:
Kickoff/ Final Presentation: