Platform games seldom use physical engines. The first is that physical engines are too difficult to control. In particular, platform generally pursues a high level of operation experience, and the second is that physical engines consume too much.
Therefore, the physical effects are generally simple, mainly centered on gravity, speed/acceleration, and collision check.
A map is usually pieced together by tile. Currently, a better tile tool is tilemap.
However, in actual use, it is found that tilemap is not very suitable for platform, because tilemap is in the unit of tile. If it is a large area (such as a region), it is the same tile.
The collision check is not only troublesome, but also too small for Division. The positions above are often corrected, and bugs may be introduced.
I think the same type of region can be automatically integrated into a large tile based on whether it can be integrated.
To be continued...
Application of tilemap in platform games