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GameMaker Cookbook by Brandon Gardiner

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Chapter 4. Let's Get Physical – Using GameMaker's Physics System

In this chapter, we'll cover the following topics:

  • Creating objects that use physics
  • Alternating gravity
  • Applying force via magnets
  • Creating a moving platform
  • Making a rope

Introduction

The majority of video games are ruled by physics in one way or another. 2D platformers require coded movement and jump physics. Shooters, both 2D and 3D, use ballistic calculators that vary in sophistication to calculate whether you shot that guy or missed him and he's still coming to get you. Even Pong used rudimentary physics to calculate the ball's trajectory after bouncing off of a paddle or wall. The next time you play a 3D shooter or action-adventure game, check whether or not you see the logo for ...

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