Making Things Move

  • Harrison Kinsley
  • Will McGugan

Abstract

In the real world, objects move in a variety of different ways, depending on what they are doing, and a game must approximate those motions to create a convincing virtual representation. A few games can get away with unrealistic motion—Pac-Man, for example, moves in a straight line with a constant speed and can change direction in an instant, but if you applied that kind of motion to a car in a driving game it would destroy the illusion. After all, in a driving game you would expect the car to take some time to reach full speed and it definitely shouldn’t be able to turn 180 degrees in an instant!

Keywords

Frame Rate Collision Detection Vector2 Class Game Developer Game Object 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Supplementary material

978-1-4842-0970-7_5_MOESM1_ESM.zip (76 kb)
9781484209714_Chapter_05 (zip 77 kb)

Copyright information

© Harrison Kinsley and Will McGugan 2015

Authors and Affiliations

  • Harrison Kinsley
    • 1
  • Will McGugan
    • 1
  1. 1.TexasUSA

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