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Seems all the Platformer examples for Godot and projects on Github use Physics.
However using Physics for platformers seems to be discouraged in many blogs and resources on other engines and resources saying it leads to a lot of problems and tends to be buggy.
Seems the best way is to create a custom platforming engine (template) for Godot like most pro games do.
Am I correct?
Are there any platformer examples or source codes for Godot which implement their own engines (template) (like Corgi, Rex Engine and other paid assets for Unity)?
Reading your question, I don’t understand what you mean by “Physics”.
If you are talking about collisions, I honestly don’t know how someone could create a platformer without some implementation of a mechanism which prevent players from going through walls and grounds. If you are talking about trajectories of jumps for example, I guess indeed that using custom trajectories set by code is often better to get the right feeling for the player, than using physically accurate flight routes.
Could you give us one or several links to the “many blogs” you mentionned ? Could you explain why the platformer demos of Godot (for example) don’t suit your needs ?
Lorèloi | 2018-04-30 08:07
Bugdot | 2018-04-30 12:36
I mean something that doesn’t use Box2d or physics based movement that add force to the physics bodies.
Also I haven’t dived into Godot examples, I just noticed they all seemed to be physics based, I many be wrong, the terminology like Kinematic body, Rigid body makes me think they are physics based.
Bugdot | 2018-04-30 12:38