Football Kick: Compressing a Penalty Shootout into an Angle-by-Power Judgement Table
Physics

Football Kick: Compressing a Penalty Shootout into an Angle-by-Power Judgement Table

A 5-round penalty duel compressed into an angle-by-power table: three judgement bands — miss zone, risk zone, sweet spot — rule goal, save or miss.

Grid Movement and Collision: From Rules to Implementation
GridPhysics

Grid Movement and Collision: From Rules to Implementation

This article deconstructs the layered mechanism for grid-based movement and collision detection, built upon grid coordinates and physics tags. It details the push-box displacement logic and blockage checks using an occupancy table and reachability model, providing a direct technical path from rule definition to code implementation to help readers master core physics interaction principles.

Physics Cutting: Balancing Detection, Performance, and Precision
Featured

Physics Cutting: Balancing Detection, Performance, and Precision

A deep dive into physics cutting mechanisms, covering collision box, ray, and grid detection strategies. It details rigid and soft body slicing approaches and analyzes dynamic precision balancing based on cut count and physics budget, offering direct solutions to common issues like stuttering and clipping.

Pull the Pin: Sequential Penalties and 'Fake Difficulty'
PuzzlePhysics

Pull the Pin: Sequential Penalties and 'Fake Difficulty'

Deconstructing the penalty mechanics and fake difficulty design in pull-the-pin puzzles. The article analyzes how sequence errors trigger immediate restarts, leveraging low forgiveness to create a 'seemingly hard, actually fake' challenge experience. It reveals the underlying logic of building levels via rule-based constraints rather than complex operations, offering high-value design references for puzzle games.

8-Ball Pool: One Drag, Two Modules, and a Full Rules Engine Behind Every Shot
PhysicsShooter

8-Ball Pool: One Drag, Two Modules, and a Full Rules Engine Behind Every Shot

A physics rebuild of 8-ball pool: drag distance folds into 18 power levels, all-stopped settlement keeps the rules trustworthy, and AI aim error keeps it alive.

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