• 2D
  • what would be the best physics body for a top down or three fourths view game?

sorry for the unwieldy title.

I searched a few words I thought would bring this up in forums, but I didn't find much yet.

I have a question to you all who do top down or three fourths view type games: which physics body do you prefer to use: kinematic or rigid?

I'm conflicted on which one to try. The functionality I'd LIKE to implement would not use gravity, for the reasons of the genre, but would let the player be pushed back by enemies (and the enemies pushed back by player attacks)

I want to keep it pretty simple besides that,

Thanks for any advice/ opinions in advance, and let me know if you need any more information for what I said to make sense!

Welcome to the forums @DeanOrTori!

Can you share an example image of what perspective the game would be in? From what I gather it’s kinda like isometric but not a strict 45 orthographic perspective, but I feel I may have misinterpreted.

Of the two nodes, I’d suggest using a KinematicBody2D if you want maximum control over how the physics works. You can control a Rigidbody2D in kinematic mode and/or with a custom integration function, but I find that it can be a little unwieldy compared to using a KinematicBody2D.

hi, thanks for the response, twistedtwigleg!

Sure, I realize my description was kind of bad... I didn't know how to phrase it.

Here's an example of what I'm imagining: (link to where i found the image HERE)

with a character (Somewhat) like this: ...that ones just my own art.

I'll try kinematicbody2d, then, unless this new information gives you the idea that that would be bad.

thanks again!

Ah okay, that makes sense now! I think a KinematicBody2D should work fine :)