Physics That Feels Right
Good physics doesn't announce itself. Players just notice when something feels off. A character who falls too slowly. A car that turns like it's on rails. Objects that clip through walls.
We teach you to spot these issues and fix them. You'll learn the difference between technically correct simulation and motion that players believe in. Sometimes those aren't the same thing.
By month three, you'll be adjusting gravity, friction, and mass values by feel. Testing until movement looks natural instead of mathematical.
Learn About Our Approach