Once again, we’re taking you behind the scenes at Filament Games! Whether you’re curious about the ins and outs of an award-winning educational game developer or looking to apply for one of our open positions, you’re in the right place. Earlier this month, we interviewed Allison Salmon on a day in the life of a game engineer, and then we interviewed Demetri Sofides on a day in the life of a 3D artist.
Today, you’ll hear from another one of our game engineers, Carter Williams, as he walks us through the code and science behind RoboCo’s physics. Inside RoboCo is our behind-the-scenes developer series where we give viewers a sneak peek into the features of the game. If you’re curious about how our game engineers translated real-world physics into RoboCo, this is the episode for you!
Episode outline:
[0:00-0:26] Intro
[0:27-1:42] What is the difference between real-world physics and RoboCo physics?
[1:43-2:50] How does gravity work in games like RoboCo?
[2:51-3:52] How do you test the physics in RoboCo?
[3:53-7:32] What parts or constructs caused you the most trouble?
[7:33-5:36] What in-game wackiness has programming physics caused?
[5:37- 6:30] How do the physics surrounding gears work?
[6:31-6:54] Is there anything you wanted to implement with the physics system, but weren’t able to?
[6:55-7:33] Outro
Let us know your thoughts on Twitter or Facebook! If you’re interested in taking the next steps in your career with Filament Games, don’t forget to check out our current job openings and all of our other behind-the-scenes content on the blog, including our How to Get Hired series!
Keep up with RoboCo on Twitter, YouTube, Facebook, Instagram, and TikTok. Keep an eye out for its Q4 2022 release by adding it to your Steam wishlist and joining the official RoboCo Discord and Reddit!
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