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Oh definitely, physics and collision are way harder than people realize. Circle-circle is just about the easiest case possible and even then it's fraught with all sorts of unexpected things to worry about.

What I like to do is separate the physics out into three passes - setup, generate impulses, apply impulses. This way the order of interactions doesn't matter. And then the impulses themselves just act as if everything's an elastic rigid body.

I was going to use physics for my game, but I didn't realize how different the coding was and the fact that I could just spend more time making collisions instead of messing with physics, so I switched the movement code for the second time out of 5 times. :P

(+1)

"It works well enough that I can do other things now" is a pretty good metric for a game jam