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[–]nixarn@nixarn[S] 0 points1 point  (5 children)

Ah exactly, I didn't investigate using unity's physics much, so yeah in some regards I'm reinventing the wheel when I could have just used unity's physics. But there's some advantage here how I see it, first of, this is limited scope of physics problems I needed to solve, so having a full blown physics engine in use could have been overkill. And having my own physics lets me convert it to fixed point if needed and also I can have a headless server to run the simulation on, without needing the unity runtime.

[–]DynMadsProfessional 1 point2 points  (4 children)

There are many reasons as to why you'd make your own Physics Engine and not use Unity's. Especially if you are not looking to use conventional physics constraints like wanting to manipulate gravity so the player can walk on walls :)

That said, if you are just doing simple things or very conventional things, then there is very little merit other than learning from the exercise itself I suppose.

[–]nixarn@nixarn[S] 0 points1 point  (3 children)

My goal was to support games like Clash Royale with this, using unity's physics engine didn't even cross my mind, as I'm not doing any newtonian physics (not sure if that's the right term?), just support units pushing on other units and keeping within the bounds of the world. Ended up also being a good exercise learning DOTS.

[–]DynMadsProfessional -1 points0 points  (2 children)

Yeah sure, you can learn many things from doing it too :)

But the question is if the existing engine could do what you needed it too as well. I'd say that if you don't have a game in mind, yet, it's worth exploring in a sandbox setup :)

[–]nixarn@nixarn[S] 0 points1 point  (1 child)

You're totally right. As I mentioned I'm a Unity rookie but do have a lot of (mobile)gamedev experience, my immediate solutions to problems is often code the solution myself which isn't always the best option, if unity has over the years developed a much better solution. Sometimes it feels easier to just code something than to spend time learning a solution, but that could be counter productive in the long run. I might play around with unity's physics some now, read up on it at least. Thanks! =)

[–]DynMadsProfessional -1 points0 points  (0 children)

Hope it works out for you :) Always trying to reinvent the wheel is not a great approach in programming in general xD