Seeking advice on enhancing my 2D physics-based game: Matter creation, ropes, and laser mechanics

Hey everyone! I’m working on a 2D game that uses physics simulations. I’ve got some cool features like printing matter, ropes, and lasers. But I’m hitting a wall and could use some tips.

For the matter printing, I’m trying to make it so players can create objects on the fly. It’s working okay, but sometimes the physics get wonky when there’s too much stuff on screen.

The rope mechanics are giving me trouble too. I want them to be stretchy and react naturally, but they often glitch out or snap unexpectedly.

As for the lasers, I’m aiming for a realistic bounce effect off surfaces. Right now, they’re more like straight lines that don’t interact much with the environment.

Has anyone tackled similar issues in their games? What approaches did you use to solve these problems? I’d love to hear your experiences and any suggestions you might have. Thanks in advance for your help!

Physics-based games can be tricky. For the ropes, have you tried adjusting the tension and damping values? That might help with the glitching. Lasers are always fun to play with. Maybe try implementing a simple reflection algorithm for more realistic bounces?

Physics can get crazy with lots of objects. Maybe try LOD or culling for distant stuff?

For ropes, soft body physics might work better than joints.

Laser bounces could use vector math for reflections off surfaces.

I’ve messed around with physics stuff in my games before. For ropes, try tweaking the joint settings. Lasers are tricky but raycasting might help with bounces. As for printing matter, maybe limit how much can be on screen at once? Just ideas though, still figuring it out myself!

Physics games can be a real headache sometimes. For the matter printing, I’d say go with object pooling like someone mentioned. It’s helped me a ton with performance issues.

Ropes are always a pain. I’ve had good luck using verlet integration instead of regular joints. Makes them feel way more natural.

For lasers, raycasting is probably your best bet. You can use it to figure out where the beam hits and then do some basic math for the bounces.

For the matter printing, try using object pooling. It can help manage performance when lots of objects are around.

Ropes are always finicky. Maybe look into verlet integration for more stable behavior.

Lasers could use line-segment intersection tests for realistic bounces.