Well, some 2D physics is quite simple i think. But I'm not sure if it should be simulated as Newtonian physics (real world basically) or just as simple as
if left key down then
player.x = player.x - playerspeed
end if
Real physics is something similar to
if left key down then
player.add_force( player_movement_force )
end if
where add_force then would calculate how the speed of the player would change given the amount of time changed and the mass (weight) of the player etc. I am currently using this a lot in asteroids of fire, my space shooter and my racing game. Another interesting thing is how to model friction. This is easily handled in the simple case where when you release the left key the player stops. In the latter, some force has to be added in the opposite direction of the player or the players speed just has to be decreased slowly.
The big question is basically What do we want?
Uh, this does give me some ideas on subjects.
- Movement
- Force, mass, velocity, acceleration, blah blah blah etc.
- Spaceship movement example
- Rotation
- Here is such scary stuff as angular velocity etc.
- Friction
- Air resistance, other friction
- Car skidding example
- Collision
- Bouncing balls, Rubber balls, Billiard balls blah blah :)
- Damage. How much is caused etc.
- Other stuff not covered in the collision topics and pertain more to the physics side of it.
Some of these topics are maybe a bit to scary. Maybe it should just have some sections on how you make simple physics for a platform game (jumping, friction with ground, falling etc.), for a car game (skidding, acceleration and collisions), space shooter etc.
What do you think?
P.s. Did you check out the 3D section? It also got a bit scary i think.