Build a Smooth Physics Movement System From Zero | C++ Raylib!
This video took a lot longer than I expected, but I’m happy with how it turned out. In this video, we build a simple but solid smooth movement system using raylib and C++. We cover delta time, acceleration, velocity, friction, keyboard input, and basic border collision, all essential concepts in game development. This guide is perfect for those interested in game programming and learning how to make games with a focus on practical physics implementation. If you want a movement system made specifically for 2D platformers, comment below so I know you’re interested. Hope you enjoy the video, and I hope the explanation is clear enough for beginners to follow. Timestamps: -- Introduction 00:00 - Introduction & running a window. -- Making the circle 00:16 - Making a circle appear. -- Adding movement 01:28 - Adding movement to the circle. -- Delta Time 02:13 - Introducing delta time. -- Velocity and acceleration 04:46 - Explaining velocity and acceleration. 07:25 - Adding velocity and acceleration. -- Friction 10:19 - Explaining friction. 12:09 - Implementing friction. 14:04 - Adding a movement stopper. -- Window border collision 16:42 - Checking window borders. 18:25 - Ball and window border collision -- Outro 21:00 - Outro #coding #programming #gamedev #indiedev #cpp #raylib #physics #howto
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