Should I build a physics engine for my game, or use an already made one [closed]
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Closed 11 years ago.
Improve this questionI am planning on making a game for Android with some 2d rope physics. The core mechanic involves dragging strings around an environment. This is basically the extent of the physics in the game, at least the physics that I want to look reasonably realistic.
I haven't taken a physics class and I only know math up to high school trigonometry. Is a mechanic like this too difficult to code myself after some research? Should I use a library like toxiclibs or Box2D?
I know it's irritating to ask a question that can't be directly answered, but I just want to weight the pros and cons of building something myself as opposed to using something that might be more refined.
Thanks
I would use Box2D.
- It has a stable port for android/java.
- Its well documented.
- Heaps of android samples and tutorials and blogs to support it.
- Wide tool support.
- It's also a popular physics engine on other platforms such as iPhone. so in theory it would be easier to port your games and reuse your skills!
I would also consider looking at libgdx. this is a whole android games framework build on top of box2d and open GL with a heap of features.
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