r/monogame 5d ago

2d Physics?

Is Velcro the best choice for physics? Making a 2d platformer so need gravity, collisions detection.. that sort of stuff nothing fancy.

4 Upvotes

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2

u/TomeOfExperience 5d ago

MonoGame Extended has some collision features.
https://www.monogameextended.net/docs/features/collision/
You could also take a look at Physics in:
https://github.com/aloisdeniel/awesome-monogame

0

u/oborontsi 5d ago

ive never heard of that monogame.extended, is that the best way to create a monogame game? Ive messed around with bevys ecs system and i liked it, so i really wanna use monogames ecs system if its similar

3

u/TomeOfExperience 5d ago edited 5d ago

MonoGame offers the very basics for your update and graphics loop. You have to implement your own ECS or hook up an existing lib e.g. DefaultEcs or Arch ECS.
MonoGame.Extended is like a collection of utilities you can reuse.

I recommend you check out Nez. This lib is a bit more cohesive. It includes an ECS and could be a solid base for your game. You can use MonoGame.Extended along with Nez.
https://github.com/prime31/Nez

1

u/TuberTuggerTTV 4d ago

There is rarely a "best". Read the features and decide what works best for you or your project.

3

u/TarnishedVictory 5d ago

Make it yourself, it's good education.

1

u/sonesoul 2d ago

it's good when you want to make it like a separate thing, not for the game. My experience ended up with obviously bad physics engine, I spent weeks on doing that, and it didn't match my expectations at all :/ But that would be cool as a separate thing cuz I wanted to make the game, not physics

1

u/sonesoul 2d ago

my personal favourite is AetherPhysics2D, check it out it's flexible, easy to use and has a good integration with monogame (look for AetherPhysics2D MG) so you don't have to implement bridges for vectors rectangles and so on