
A bigger golf club? A bigger stick! The big golf club has an added box at the end to more closely represent the club head, but these primitive shapes are still much more performant in calculations than its complex visual shape.

A small golf club composed of a grip, shaft and head gets represented by something less complicated – a stick. Great! That happens to be exactly what will make the physics calculations a lot easier for the hard-working mobile phones. This means that the physics interactions can be calculated for a much simpler representation of the object’s actual shape. A collider is the shape that the ‘physics world’ sees the object in, regardless of the visual shape the player sees. Many of the level’s objects had their colliders altered. In order to save some much needed processing power, we had to make these calculations both easier and less frequent. How the player character reacts when he falls and flops against the terrain gets determined in complex physics calculations. The player character consists of many physics driven body parts which are – often in hilarious fashion – constantly colliding with the level and other objects. We’d like to take you through a few of the steps we took to make this game run buttery smooth on even some low-end mobile phones.

Physics calculations are expensive and when paired with big open level scenery, low frame rate becomes a valid concern. With the playable levels becoming more and more intricate the further you progress, we had to make sure the performance would stay optimal for a fun experience.
