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DMGregory
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jhocking
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I started making my simple 2D runner game with a splash of physics (particularly, rope physics). It's in Love2d, project is targeting mobile platforms. Development goes fine, though I meant to ask one thing. Referencing this page: https://love2d.org/wiki/love.physics

I seeThe message at the top warns against using the physics engine for a platform game, and has an anology to heavy-lifting, but no good explanation as to what might go wrong, what exactly is so hard about it and why should I stay away from it. Because so far I have my basic idea implemented and no bad experiences here. As to good ones, I was able to abstract all the collision handling and let physics engine just do it for me.

Given that using the physics engine for my platformer seemed to work well in my initial test, why do many people consider it a bad idea? I mentioned some upsides but what are the downsides?

I started making my simple 2D runner game with a splash of physics (particularly, rope physics). It's in Love2d, project is targeting mobile platforms. Development goes fine, though I meant to ask one thing. Referencing this page: https://love2d.org/wiki/love.physics

I see an anology to heavy-lifting, but no good explanation as to what might go wrong, what exactly is so hard about it and why should I stay away from it. Because so far I have my basic idea implemented and no bad experiences here. As to good ones, I was able to abstract all the collision handling and let physics engine just do it for me.

Given that using the physics engine for my platformer seemed to work well in my initial test, why do many people consider it a bad idea? I mentioned some upsides but what are the downsides?

I started making my simple 2D runner game with a splash of physics (particularly, rope physics). It's in Love2d, project is targeting mobile platforms. Development goes fine, though I meant to ask one thing. Referencing this page: https://love2d.org/wiki/love.physics

The message at the top warns against using the physics engine for a platform game, and has an anology to heavy-lifting, but no good explanation as to what might go wrong, what exactly is so hard about it and why should I stay away from it. Because so far I have my basic idea implemented and no bad experiences here. As to good ones, I was able to abstract all the collision handling and let physics engine just do it for me.

Given that using the physics engine for my platformer seemed to work well in my initial test, why do many people consider it a bad idea? I mentioned some upsides but what are the downsides?

added 5 characters in body
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jhocking
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I started making my simple 2D runner game with a splash of physics  (particularly, rope physics). It's in Love2d, project is targeting mobile platforms.
Development Development goes fine, though I meant to ask one thing. Referencing this page  : https://love2d.org/wiki/love.physics
I

I see an anology to heavy-lifting, but no good explanation as to what might go wrong, what exactly is so hard about it and why should I stay away from it. Because so far I have my basic idea implemented and no bad experiences here. As to good ones, I was able to abstract all the collision handling and let physics engine just do it for me.

Given that using the physics engine for my platformer seemed to work well in my initial test, why do many people consider it a bad idea? I listed outmentioned some prosupsides but what are the consdownsides?

I started making my simple 2D runner game with a splash of physics(particularly, rope physics). It's in Love2d, project is targeting mobile platforms.
Development goes fine, though I meant to ask one thing. Referencing this page  https://love2d.org/wiki/love.physics
I see an anology to heavy-lifting, but no good explanation as to what might go wrong, what exactly is so hard about it and why should I stay away from it. Because so far I have my basic idea implemented and no bad experiences here. As to good ones, I was able to abstract all the collision handling and let physics engine just do it for me.

Given that using the physics engine for my platformer seemed to work well in my initial test, why do many people consider it a bad idea? I listed out some pros but what are the cons?

I started making my simple 2D runner game with a splash of physics  (particularly, rope physics). It's in Love2d, project is targeting mobile platforms. Development goes fine, though I meant to ask one thing. Referencing this page: https://love2d.org/wiki/love.physics

I see an anology to heavy-lifting, but no good explanation as to what might go wrong, what exactly is so hard about it and why should I stay away from it. Because so far I have my basic idea implemented and no bad experiences here. As to good ones, I was able to abstract all the collision handling and let physics engine just do it for me.

Given that using the physics engine for my platformer seemed to work well in my initial test, why do many people consider it a bad idea? I mentioned some upsides but what are the downsides?

reword the ending questions to be more objective
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jhocking
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