![]() ![]() There are therefore multiple planes of ground to prevent objects from ‘tunnelling’ through it, which is what happens when fast-moving objects move so far within the span of a frame that no part of their mesh technically hits the ground. He therefore had to juggle the size of the area that the game considers part of the hole universe and to enforce all the usual bizarre physics safeguards that games need to make them credible. ![]() So, for example, there was a time when if you quickly moved the hole away from an object that was teetering into it, the object would tend to explode up into the air or down through the ground. “So there’s a lot of duct tape wrapped around everything to try to seal it up.” Esposito laughs, maybe slightly too merrily. As Esposito implemented it, he soon realised that his implementation was tied to the peculiarly inconstant nature of game physics. It feels like you’re moving this hole in the ground, but it’s actually switching back and forth between these two worlds.” “And then when you move the hole under it, now it falls off the rim into the hole. The hole itself is a polygon cylinder with an area of ground all around it, so when the object switches, you won’t notice anything. When an object gets within range of the hole, it stops respecting the normal ground and starts respecting the hole’s physics. The secret of the hole is that Donut County runs two physics universes at once, the hole’s world and the real one. ![]() (“It’s the last thing you should do if you’re a physics game,” Esposito says.) That would all come later, but the jam game set the fundamentals for the trick the game pulls to deal with the fact that physics engines are fundamentally not really supposed to make holes in the ground. To start with, Donut County was his entry to the Peter Molydeux game jam, What Would Molydeux? Made in a hurry, it was rough enough that Esposito didn’t really worry too much about little things like the way objects interacted with the edge of the hole and collided with each other as they fell in. ![]()
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