Another physics engine that will be used in Laser Gladiators! This project was a test to improve grenade physics and test the rendering method for the game. I also experimented with some motion blur on the grenade and I think it really helps it look better. For better performance and graphics, try Turbowarp: https://turbowarp.org/1304403888?interpolate&hqpen&clones=Infinity How it works: The system uses 2 broadcasts for all sprites. The first broadcast is used for getting all necessary information, like collisions and positions, to prepare for the next broadcast which renders everything as well as creates new things if there are items in the sprite's queue list. Things that can be created in this project are projectiles (grenades) and particles (for explosions). The sprite creates a clone for each new thing added with it's own data based off what was received and does the first render for the clone since it was just created. After that, the clone continues to tick and render until it is told to stop when its life has reached 0. Change log: 1.0: uploaded original project working well. 1.1: fixed a bug where projectiles would phase through walls when launched fast. Added comments. Prevented 2 softlocks. When the tank is moved when clicked, it will now continue to follow until the mouse is let go. 1.2: added delta time system to reduce the effect of lag. What still needs to be done: Add multiplayer functionality This was an interesting experiment and I'm glad to see it working. The physics was created by @Griffpatch and was modified to allow for more consistent and realistic collisions. The explosion was created by @TR00M00 and was modified to allow for color variations and more movement. Thanks to both of them!