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Corona sdk particle designer
Corona sdk particle designer












If you're only planning to add extra bells and whistles because you feel that you have to, and not because it's part of making your game better, then thinking of this beforehand can help structure your project plan in a way that allows the addition of extra (or bonus) features at the end of development. If you feel that your game needs these complex mechanics to become successful, them make sure you do it right. However, it can be anything from a really smooth transition between your game's scenes to a unique control system for the way the player plays the game. The term "complex mechanics" can be a bit vague or general at times. If your answer to all of these questions is "no," then I suggest holding off for now because your game probably doesn't need an engine, and instead, it can be coded in a way that gives the impression of physics but doesn't actually use a physics engine:

corona sdk particle designer

CORONA SDK PARTICLE DESIGNER HOW TO

If your answer to any of the following questions is "yes," then refer to Chapter 3, Focusing on Physics, to learn how to implement a physics engine. If you're still unsure, then answering "yes" to any of the following questions means you should consider using a physics engine. Being able to determine the angle of reflection of the golf ball was the main reason a physics engine was used to create a simple mini golf game.

corona sdk particle designer corona sdk particle designer

If the ball bounces on a wall, the physics engine knows exactly what angle the ball will turn by, and by what velocity it will go backwards. There is no gravity in play here, or else the ball would be constantly falling to the bottom of the screen. In the preceding screenshot, the ball is a circle-shaped physics object, and each wall has a set of vertices that act as the boundaries through which the ball cannot pass.












Corona sdk particle designer