Posted January 05, 2022 by Kate Killick
My cog logic was working, but I knew I would need to add more complexity to the system soon. I felt it was important to consider whether using entirely kinematic cogs was the right way to go, or whether making the cogs physics based would open up more possibilities.
I thought that physics might solve:
I expected that a physics-based method would be too unreliable, but I wanted to try it and see for myself.
I was right! No surprise, but cogs and gears require a lot of precision to move correctly. It’s possible this could be achieved with a strict grid system and careful design, but that didn’t seem like a time investment that would be worth the effort. Unfortunately I don't have a screenshot as I messed up my git branches in the process... so you'll have to take my word for it!