How would you set up physics for a pseudo 3D sidescroller?
Posted: Mon Oct 22, 2012 4:14 pm
I've been trying to wrap my mind around this for a while now. In a pseudo 3D side scrolling game (2D game, but characters can move not only forward and back, but also up and down within a certain area, like double dragon or golden axe), how would you approach setting up Chipmunk physics?
Set it up like you would a 2D overhead view game? I guess you'd lose gravity and correct collisions between objects (a characters head would collide with another characters foot, if they are at different Z depths).
Set it up like a 2D side scrolling game - with different layers with their own physics boundaries, which would represent different Z depths, between which a character would move - and objects in one layer can't interact with objects in another layer? I'm not sure if this is even doable, or practical, or fast enough.
I'm doing this in Cocos2D. Any guidelines would be very valuable at this point.
Set it up like you would a 2D overhead view game? I guess you'd lose gravity and correct collisions between objects (a characters head would collide with another characters foot, if they are at different Z depths).
Set it up like a 2D side scrolling game - with different layers with their own physics boundaries, which would represent different Z depths, between which a character would move - and objects in one layer can't interact with objects in another layer? I'm not sure if this is even doable, or practical, or fast enough.
I'm doing this in Cocos2D. Any guidelines would be very valuable at this point.