{"author_link":"\/users\/lavwa","author_name":"lavwa","author_uid":"lavwa","comments":[],"epoch":1503177611,"event":"LD39","format":"md","ldjam_node_id":49056,"likes":1,"metadata":{"p_key":"100874","p_author":"lavwa","p_authorkey":"1003980","p_urlkey":"316584","p_title":"Mastering Unity physics with...","p_cat":"LDJam ","p_event":"LD39","p_time":"1503177611","p_likes":"1","p_comments":"0","p_status":"WAYBACK","us_key":"1003980","us_name":"lavwa","us_username":"lavwa","event_start":"1501200000","event_key":"74","event_name":"LD 39"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD39","removed_author":false},"_superparent":32802,"_trust":3,"author":3980,"body":"...just kinding. I don't think I will ever be able fully master Unity physics. \n\nEverything looks fine here right ?\n\n![mol00.PNG](\/\/\/raw\/c8f\/z\/8f12.png)\n\nNot really...\n![mol4.PNG](\/\/\/raw\/c8f\/z\/8f13.png)\n\nI know it's risky to create a game in 48 hours, a game based on something that need to be well adjusted and balanced. I don't know why, but I just can't stop designing games that are heavily physics based. In my previous entry, I limited myself to 2D physics only, so at least I could throw that Z axis away, but not this time ! I went all in and gosh, I wish I could have learned something from my previous mistakes :P\n\nThe result is some kind of Destruction Derby \/ Twisted metal, with an almost realistic physics that from time to time, throws the player or enemy tanks flying in the air :P\n\n![molasse.jpg](\/\/\/raw\/c8f\/z\/8f0e.jpg)\n\nNote to my future self if I decide to use physics, test it A LOT :)\n\nJump, bounce, tackle and fly as you try to destroy your opponent ! \n\nhttps:\/\/ldjam.com\/events\/ludum-dare\/39\/tanks-battle\n","comments":0,"created":"2017-08-19T21:16:48Z","files":[],"files-timestamp":0,"id":49056,"love":1,"love-timestamp":"2017-08-20T02:07:31Z","meta":[],"modified":"2017-08-20T02:07:31Z","name":"Mastering Unity physics with...","node-timestamp":"2017-08-19T21:20:11Z","parent":37160,"parents":[1,5,9,32802,37160],"path":"\/events\/ludum-dare\/39\/tanks-battle\/mastering-unity-physics-with","published":"2017-08-19T21:20:11Z","scope":"public","slug":"mastering-unity-physics-with","subsubtype":"","subtype":"","type":"post","version":140591},"node_metadata":{"n_key":"49056","n_urlkey":"316584","n_parent":"37160","n_path":"\/events\/ludum-dare\/39\/tanks-battle\/mastering-unity-physics-with","n_slug":"mastering-unity-physics-with","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"3980","n_created":"1503177408","n_modified":"1503194851","n_version":"140591","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/39\/tanks-battle\/mastering-unity-physics-with","text":"...just kinding. I don't think I will ever be able fully master Unity physics. \n\nEverything looks fine here right ?\n\n![mol00.PNG](\/\/\/raw\/c8f\/z\/8f12.png)\n\nNot really...\n![mol4.PNG](\/\/\/raw\/c8f\/z\/8f13.png)\n\nI know it's risky to create a game in 48 hours, a game based on something that need to be well adjusted and balanced. I don't know why, but I just can't stop designing games that are heavily physics based. In my previous entry, I limited myself to 2D physics only, so at least I could throw that Z axis away, but not this time ! I went all in and gosh, I wish I could have learned something from my previous mistakes :P\n\nThe result is some kind of Destruction Derby \/ Twisted metal, with an almost realistic physics that from time to time, throws the player or enemy tanks flying in the air :P\n\n![molasse.jpg](\/\/\/raw\/c8f\/z\/8f0e.jpg)\n\nNote to my future self if I decide to use physics, test it A LOT :)\n\nJump, bounce, tackle and fly as you try to destroy your opponent ! \n\nhttps:\/\/ldjam.com\/events\/ludum-dare\/39\/tanks-battle\n","title":"Mastering Unity physics with...","wayback_source":[]}