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TIGSource ForumsDeveloperDesignGTA 1 style game - physics approach
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Topogram
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« on: March 01, 2021, 04:16:11 AM »

I'm exploring a game idea with a similar visual style to the original GTA (top down driving) on a much smaller scale.

I'm wondering what would be the best way to approach implementing the physics of such a game. It seems that using a full 2D rigid body physics engine like Box2D is probably overkill since there is no gravity and the collisions will likely be between the player and static objects (buildings) and other cars. Having a physics engine control the motion of transient other cars on the road is probably unnecessary since they will need to be steered proactively by AI when they are on the screen.

Can anyone recommend an approach?
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michaelplzno
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« Reply #1 on: March 01, 2021, 03:49:26 PM »

you are making a 2d game like GTA?

Box2d is really pretty basic imo and will cover that case really well.
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Golds
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« Reply #2 on: March 01, 2021, 09:32:35 PM »

I would just hack around with something like Box2D too. You can use it just for collision information and move the cars around manually if you want. Otherwise you'll need to roll your own collision system, which is totally doable but a lot more work.
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@doomlaser, mark johns
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« Reply #3 on: March 03, 2021, 11:23:37 AM »

Do not ignore the long-term attributes such as the possibility of the engine to be easily exported for consoles. Most publishers like to work with unity/unreal
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michaelplzno
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« Reply #4 on: April 21, 2021, 06:31:45 PM »

I think there is a box2d implementation you can import into unity but also trying to use a system that publishers like is sort of nonsense. Publishers usually only like dealing with people who are already successful, the old entertainment business "Catch 22" that you only get help when you don't need it. Publishers do not like taking risks, they want a sure thing. The fact is that in most cases if you can get a publisher to actually send you a rejection letter you are doing better than most people.

Edit: there is a south park about how they set up a talent agency that takes 10% for doing nothing that is pretty close to what the bulk of publishers will do for you. I worked with a small publisher once that managed to get me some visibility, and I did a lot better than most people would just throwing something up on the app store but they didn't care what tech I was using, and basically the big thing they did was get apple to feature my game, other than that they basically did nothing.
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