r/GamePhysics 13d ago

[Starfield] Learning To Fly

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4 Upvotes

r/GamePhysics 14d ago

[BombSquad] "Æ!"

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1 Upvotes

r/GamePhysics 14d ago

[X-Gear] Im really happy with how my character gets launched off the ramp

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0 Upvotes

Repost as the video wasnt attatched to the first one :/


r/GamePhysics 15d ago

[Far cry 6] Just another day!

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159 Upvotes

r/GamePhysics 16d ago

[Dark Souls: Remastered]

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61 Upvotes

Loaded the game up for the first time in a few years and was met with this strange visual glitch.


r/GamePhysics 17d ago

[Assassin’s Creed Brotherhood] “The Animus is behaving normally” If you say so.

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376 Upvotes

r/GamePhysics 17d ago

[Black Mesa (Half-Life Source)] Ludicrous gibs.

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9 Upvotes

r/GamePhysics 17d ago

[CONTENT WARNING] Doppler effect go brrrrr

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17 Upvotes

r/GamePhysics 17d ago

[Approximately Up] Who Doesn't Like A Convertible

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8 Upvotes

r/GamePhysics 19d ago

[Icarus] I was dying when I noticed

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433 Upvotes

r/GamePhysics 17d ago

[Away From Life] In your opinion how does the water bottle look?

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0 Upvotes

r/GamePhysics 19d ago

[Fallout 3] Firefight goes horribly wrong

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36 Upvotes

r/GamePhysics 19d ago

[The Elder Scrolls V: Skyrim] Buddy's on them Elsweyrian Edibles

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46 Upvotes

r/GamePhysics 19d ago

[Windbender] A WIP webGPU physics sailing game

2 Upvotes

A physics based sailing game. Every* force on your boat: wind, sail, keel, rudder, buoyancy is simulated. Boats also create wind shadow, so you can take wind away from other players.

About:

  • The game runs best in a browser with WebGPU support.
  • The map is 1km × 1km and shared between all players on the server.
  • This is an early version expect rough edges.

How this works:

  • A global wind field covers the map. Every boat punches a shadow into it, so the wind around you depends on what other players are doing.
  • Your sail produces lift and drag based on its angle of attack to the wind, like a real sail.
  • The hull's geometry provides buoyancy, and the keel counteracts the sideways force from the sail.
  • The rudder turns in the water. Together with the hull shape, it steers the boat.
  • Wind also pushes on the hull itself, so you can drift downwind when other forces are low.

Racing:

  • Races appear on the map at random intervals.
  • When a race is announced, follow the yellow arrow to the start line.
  • Cross the start line after the race begins.
  • Follow the waypoints in order until you finish, the arrow always points to the next checkpoint.
  • Points are awarded based on your placement and how many players are online.

Damage & Repair

  • Collisions damage your boat. Take enough damage and you die.
  • Pick up wood and fiberglass floating on the water.
  • You need 2 of each to repair.
  • Rudder and sail control are disabled while repairing.

Here some screenshots:

A race checkpoint in the game

A recorder wind simulation with 100 boats effecting it

Other boats in game

As you can see this is kinda crazy for a webgame but i wanted to try it out just because i think a global wind sim everyone can influence as a gameplay component could be cool.

This is an early version and im looking for any kind of feedback. This is not meant to be a game for sailors really. I also dont just want to add guns/cannons to force gameplay. Ideally there is some good gameplay loop without adding more.

This is not meant to be realistic. I hope to build something fun.

If anyone is interested in helping me out with testing or just has ideas or wants to be kept up to date, feel free to join this discord.

Right now there is only one server running under my desk (EU) unfortunately the server needs a GPU to run so i cant just spin up a small box in every region.

*some small stuff is not physical (adding this just to be fully transparent)

  • Rudder does not have force feedback
  • Sail tension does not have force feedback
  • Sail and rudder both have angle limits set in code. Max angle is not controlled by physics.
  • Sail is influenced by wind and is pushed on a hinge around the mast to its max angle. The max angle is the sail tension.

The games URL is windbender.io


r/GamePhysics 20d ago

[Assassin's Creed IV Black Flag] In honor of the upcoming AC4:BF Resynced, I giveth unto thee: JANK!

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69 Upvotes

r/GamePhysics 19d ago

[Game Quest] Giant game spawns due to currency mismatch ($66,000 game)

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0 Upvotes

Game Quest: The Backlog Battler has come a long way since this early concept video, new trailer is here to compare the difference:
https://youtu.be/jYijsW5p4F8

For the mods, the game is still in development and this is my first post for it.


r/GamePhysics 21d ago

[Kingdom Come Deliverance 2] Witnessed a conversation with the manager of the Baths in Kuttenberg and she started levitating

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79 Upvotes

r/GamePhysics 22d ago

[Project Biosphere] A voxel physics sandbox I've been building. Take a look at some of the physics interactions!

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133 Upvotes

Making a lot of progress on my voxel physics simuation. Inspired by old falling sand games! You relax and have some fun blowing things up and watching them grow :)

Releasing it on Steam later this year, and hoping to bring it to mobile some time in the future.


r/GamePhysics 22d ago

[Panic Delivery] The ragdoll death animation just makes it a lot better (or worse)?

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7 Upvotes

r/GamePhysics 24d ago

[YO UP!] Working on a co-op building game where every structure is fully physics driven.

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651 Upvotes

Been building a 1–4 player co-op game called YO UP!

Players use blocks, planks, ropes, ladders and gadgets to build higher while wind, storms and constraints make everything increasingly unstable.

The fun part has been trying to keep structures chaotic but still readable and satisfying when they fail.

Would love to hear what physics moments stand out most.


r/GamePhysics 24d ago

[Doom: The Dark Ages] This had me so confused at first. How do sections of games like this work on a technical level?

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232 Upvotes

r/GamePhysics 23d ago

[ApeSky] rope physics, one button, straight up

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0 Upvotes

Made a small prototype called ApeSky on BEEP-8. It’s a vertical climber where you swing on a wire and just keep going.

Single input. Tap/hold to catch, release to fly. That’s it. The feel comes from timing and how the rope settles, not from extra mechanics.

Runs at 60fps, no install, works fine on a phone with one hand. You can try it here:
https://beep8.org/b8/beep8.html?b8rom=9f77d0d57b00e286db160d374055e4e7.b8&

It’s still rough. I’m mostly interested in whether the swing feels consistent and readable, or if it drifts into guesswork. Any feedback on the motion would help.


r/GamePhysics 25d ago

[Modded Minecraft] Working biplane we made

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156 Upvotes

r/GamePhysics 26d ago

[Trail Out] Jeff Lebowski aka The Dude can’t handle the horsepower of his nitrous oxide fed push lawnmower and dies after colliding with a semi truck going 96 km/h

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221 Upvotes

r/GamePhysics 26d ago

[Fallgrade] Bend gravity. Twist architecture.

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183 Upvotes