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Thanks! but can you define "fun physics" by giving an example to make it clear? I may add it as a feature to my game.

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I’d say physics that doesn’t fight the player, but adds to the experience - even if it’s at the expense of realism.

(Note: There probably are a few FPS games where realistic physics can work well. But… it’s not really what I prefer.)

One example of what I consider “fun physics” is the Gravity Gun in Half-Life 2.

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Yes, I agree. I, myself, am creating a different landscape and gravity for every other planet in my game. So the player will feel the difference between every mission.