I’m working on a soccer game using the Godot engine, and I’m stuck on the ball movement physics part. I really want to achieve some level of realism with passes and shots, but I’m hitting a wall when it comes to rolling movement. I can get projectile motion down, but accounting for friction, angular momentum, and all those little details in rolling physics is quite the challenge.
Right now, my general approach is somewhat linear: I pick a target destination and the time I want it to take to reach there. From that, I calculate an initial velocity. Seems straightforward, right? But in practice, my predictions are often way off. I think it’s mostly due to friction and how it interacts with the ball’s angular momentum, which is hard to model correctly.
I’ve been mulling over a few options to tackle this. Should I try to replicate physically accurate movement with complex formulas, or would it be better to use some approximations that still feel plausible? I’m kind of leaning toward simplifying the physics of friction and maybe scaling it down so it’s easier to manage.
Another thought I had was whether to go for a fully physics-based approach or explore alternatives like Bézier curves, where the ball could follow a path I define instead of relying on impulse calculations for movement. Plus, my current formula has me adding these “magic numbers” to adjust the results, and I think it might be because the physics engine is discrete, which adds another layer of complexity.
Here’s where I’m at with my formula for calculating initial velocity based on the target position and desired time. It feels like I need a better way to incorporate friction and angular velocity to get things right. I’m aiming for that sort of physics seen in FIFA, where passing feels accurate yet has some assistance to make it user-friendly.
Any insights on simplifying ball movement physics while keeping that plausibility intact? I’d love to hear your thoughts or any methods that might help steer me in the right direction.
Ball Movement in Soccer Game using Godot
Sounds like you’ve hit a classic challenge in game physics! Getting that authentic ball movement is tricky, but there are definitely approaches you can take to make it simpler yet still realistic.
1. Simplifying Friction
Instead of trying to model friction with complex physics formulas, consider using a more straightforward approach. You could define a static and kinetic friction value. When the ball is rolling, you can apply a constant deceleration based on these values. This way, you won’t have to recalculate every little detail, and it will still feel nice for players.
2. Angular Momentum
For angular momentum, it might help to use a simplified model. When the ball is kicked, you could give it an initial angular velocity based on how hard and where the player strikes it. This gives you some control without diving too deep into complex physics.
3. Path Following with Bézier Curves
Using Bézier curves could be a fantastic alternative! Instead of focusing solely on impulses, you can define the ball’s path and let it follow that trajectory. It can give you more predictable results and make it easier to manage sharp turns or trick shots.
4. Magic Numbers and Tweaking
The “magic numbers” part is very common! It sounds like you may just need to play around with your parameters a bit more. Try adjusting your friction and speed values until it feels right. You can also think about using a range of values rather than a single one, which adds a bit of variability that can feel more natural.
5. User-Friendly Physics
Remember, games like FIFA balance realism with fun. Players enjoy feeling the physics but also want it to be manageable. You could tweak your physics calculations to give players some slight assistance, like making the ball “stick” a bit longer before rolling out of control, just to smooth out the experience.
Final Thoughts
Experiment with these simplifications, and don’t be afraid to iterate. Game physics is often about finding that balance between realism and fun. Good luck, and keep tweaking and testing until you find something that feels just right!
A practical and manageable approach for realistic soccer ball movement in Godot is to prioritize physics simplicity over exhaustive accuracy. Instead of attempting to replicate exact friction and angular momentum calculations through complex formulas, consider approximating friction with a linear damping factor. Applying this damping uniformly to your ball velocity each physics frame can yield predictable and visually believable rolling physics, as friction naturally slows down movement uniformly in many gaming scenarios. You could adjust this factor until passes and shots feel intuitive and natural, thus reducing dependency on cumbersome physics calculus while still preserving a realistic game feel.
Alternatively, leveraging techniques such as Bézier curves or predefined trajectory paths can give you greater control and a convincing realistic appearance without fully depending on physics simulation. With Bézier-based movement, you define specific control points guiding the ball smoothly towards its destination, and then dynamically adjust parameters depending on player inputs or gameplay contexts. This provides highly adjustable, predictable trajectories, eliminating the necessity of awkward tweaks and “magic numbers.” By combining simplified damping models with trajectory-based control, you can achieve a polished feel comparable to commercial titles like FIFA without overly complicated formulas or significant physics instability.