r/GamePhysics • u/No_Vegetable_6372 • 12h ago
[Where Winds Meet]Average video game moment: sword through the torso, totally fine
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r/GamePhysics • u/No_Vegetable_6372 • 12h ago
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r/GamePhysics • u/Marrenss • 1h ago
this game never fails to surprise me
r/GamePhysics • u/Evilst0ner • 8h ago
r/GamePhysics • u/Eslayer12 • 1d ago
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r/GamePhysics • u/Guilty_Weakness7722 • 1d ago
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One of the core mechanics in The Infected Soul is body swapping.
Different bodies unlock different ways to explore, solve puzzles, and survive.
Yes... you can even become a cat. 🐈
This is an early prototype, so we'd love to hear your thoughts. What kind of bodies or abilities would you like to see?
r/GamePhysics • u/Luv3nd3r • 2d ago
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..and I couldn't help but add some silly SFX to it
r/GamePhysics • u/Thorai_Hawa • 1d ago
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r/GamePhysics • u/StatisticianBorn8567 • 12h ago
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r/GamePhysics • u/buhhdabuddy • 2d ago
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Tried an AI animation rigging software for my game [Ash Spire] -> games.hacketttech.com
Needless to say I'm not going to try this on a spider model again!
Although having one of these run at you in the game would be pretty terrifying, so maybe...
r/GamePhysics • u/Ok-Department-675 • 2d ago
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r/GamePhysics • u/Wollazird • 1d ago
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r/GamePhysics • u/resfan • 3d ago
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While its not the intended method, it works
r/GamePhysics • u/404Survivor • 2d ago
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Hey everyone!
This is 404 Survivor, the zombie survival sandbox I'm working on. Scavenge by day, hold the line when the horde comes at night. The longer you survive, the worse it gets.
Lately I've been focused on a system where you can capture zombies and put them to work — hauling supplies, keeping production running, even bringing them into dangerous zones to fight alongside you. Still figuring out how many you can control before it turns into total chaos — especially since you've got your own hands full just staying alive, scavenging, patching up defenses, and watching for whatever's coming at night.
Eventually I want this to land somewhere between Project Zomboid and They Are Billions — frantic production running in the back, intense combat up front. Except this time you're not a god-view commander, you're one of the people actually living in the base.
Thanks for reading this far, the game's still in development, I'd really welcome any thoughts or feedback.
r/GamePhysics • u/Remy__Lebeau • 4d ago
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r/GamePhysics • u/paragon-interrupt • 5d ago
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r/GamePhysics • u/ResponsibleAdvance51 • 4d ago
r/GamePhysics • u/frailkeep • 6d ago
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We’re the developers of Frail Keep, which is still a work in progress. Instead of using a static blood texture, we made the blood flow dynamically across the blade, reacting to gravity and following the blade’s shape as the sword moves!
r/GamePhysics • u/Upbeat-Walk-2584 • 6d ago
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I'm starting to think about my next video game idea and I want this one to be as fun as it gets when you play with your friends.
Right now these are the two ideas I'm most excited about, but I can't decide which one to make first.
Both would be online co-op games focused on physics, funny moments, and the kind of chaos that makes your friends laugh so hard they can't even play.
Which one would you be more likely to wishlist or play with your friends?
r/GamePhysics • u/BSV-Main • 8d ago
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At its core, Shear Space is a space-sim game that prioritises physics over graphics. The rendering is intentionally kept as lightweight as possible so the GPU has more resources available for real-time material physics and destruction.
Every part can bend, deform, and break. That's the focus. Think a low-poly Kerbal-like space-sim with real material physics instead of rigid bodies.
The chunky triangles and flat-shaded 90s look aren't there for nostalgia. They're there because simpler graphics leaves more of the GPU available for the material physics calculations.
This is a very early pre-alpha tech demo, not a complete game. Right now the focus is proving the physics system (which does still need some work but is good enough to get the idea).
Currently completely free, no payments at all.
You can find the game by searching "Shear Space" over at itch io
r/GamePhysics • u/_AbacusMC_ • 7d ago
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r/GamePhysics • u/mekilat • 6d ago
Would love any code, writeups, any deep analysis with actual numbers / rules / values so I can read them and see how the code works in those games
r/GamePhysics • u/Ascendring • 8d ago
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The first half shows why physics-based combat is a nightmare.
The second half shows why we keep using it.
This is from Ascendring: League of the Risen, the tactical physics-based duel game my friend and I are developing.
r/GamePhysics • u/sid_says_hmm • 8d ago
Hello!
Mech It Happen has been in development for almost a year, and after many iterations, I'm ready to showcase it!
It's a physics sandbox builder, inspired by LEGO Technic. You play as a machine exploring an alien planet. As you progress, you'll continuously build and refine machines to overcome different terrain, traversal puzzles and mechanical challenges. Cross broken bridges, fly over lava, go upside down in dungeons, or break stuff to create new paths.
Everything you see in the video is built entirely in the in-game builder and simulated in realtime.
Features:
The game originally was more of Battle Bots style. I wanted to make a game, where players can build their own bots and fight it out in an arena, similar to Robot Arena 1/2. While making that, I watched a LOT of Lego Technic challenges on youtube, learning how different physics mechanisms work, and I wanted my in-game builder to function that way, and now, here we are! Here's a small video if you're interested in the original (first) trailer of the battle bots version : Drive Link
We got a grant to kickstart our development, so we'll be able to show more soon!
Wishlist now on Steam: https://store.steampowered.com/app/4437530/Mech_It_Happen/
If you’d like to sign up for future playtests or just chat with us, here’s our Discord: https://discord.gg/Fj2Ke5m8MK
r/GamePhysics • u/ClutchReverie • 10d ago
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r/GamePhysics • u/DMONEYDelano • 10d ago
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