Tag: physics

Dat PASS!

Much like shooting monsters in Space Invaders, the key to passing is to aim at where your target is going, not where it is. With that, and some handy prediction code courtesy of a stackoverflow user named “Broofa”, I was able to get it working. First I had to translate...

1st Peek at the game in Unity

Back when Sportsball was a humble XNA prototype, I had assumed the physics would be really basic. Mainly because I didn’t want to write a whole physics engine. Now that I’m writing the game in Unity, that problem is taken care of in the most fancy-pants way possible. That is...