Lion simulator game: the physics under the fur
Short answer
This is an arcade lion game with a genuine simulation behind it rather than a free-roaming 3D animal simulator. Movement is integrated at a fixed 120 Hz with real gravity, so a jump behaves identically on a 30, 60 or 144 Hz screen, and the savanna is drawn with a pinhole projection that gives true perspective depth on a 2D canvas.
Key facts
| Simulation rate | Fixed 120 Hz, decoupled from frame rate |
|---|---|
| Gravity | 32 m/s squared |
| Jump velocity | 11.2 m/s, apex 1.75 m |
| Slide duration | 0.62s at 0.62 m tall |
| Coyote time | 0.08s after leaving the ground |
| Input buffer | 0.12s before landing |
A fixed timestep, on purpose
Physics advances in constant slices of one one-hundred-and-twentieth of a second, with leftover frame time carried in an accumulator and a cap on how many steps a single frame may run. Rendering interpolates on top. The practical result is that the game is not faster on a gaming monitor and not floatier on a cheap laptop: the same inputs produce the same jump, so a personal best means the same thing on every device.
Gravity is 32 m/s squared, a jump leaves the ground at 11.2 m/s, and the arc is tightened by an extra 1.12x pull while airborne - which is why the apex lands at 1.75 m rather than the 1.96 m that gravity alone would give. Holding slide in mid-air multiplies gravity by 2.4 for a deliberate fast fall.
Forgiveness that is measured, not vague
Two standard platformer courtesies are implemented rather than approximated. Coyote time keeps a jump legal for 0.08s after the paws leave the ground, so stepping off an edge does not eat the input. Jump buffering remembers a press made up to 0.12s before landing and fires it the instant you touch down, so an early press is early rather than lost. Lane changes take 0.13s and are interpolated, not teleported, and the lion leans into the move.
How depth is drawn without 3D
There is no 3D engine here. Every object has a world position in metres, and a pinhole projection turns its distance into a scale factor and a screen position: the camera sits 2.5 m up and trails 6.5 m behind the lion, so things ahead of you genuinely grow and drop down the screen as you close on them. Objects are painted far to near, haze thickens with distance out to the 130 m draw limit, and the lion is drawn as a true rear view - the back of the mane, the shoulders and the hindquarters - rather than a flipped side-on sprite.
Questions about this
Answers describing the game as it is actually built.
Is this a lion simulator game?
It is an arcade lion game with a real simulation behind it, not a free-roaming 3D animal simulator. The lion is driven by actual physics - gravity of 32 m/s squared, a 11.2 m/s jump, a faster fall while you hold slide - stepped at a fixed 120 Hz so a run behaves identically on a 30, 60 or 144 Hz screen. The savanna is drawn with a pinhole projection on a 2D canvas, which gives real depth, but you steer between 3 lanes rather than roaming an open world.
Why does it run smoothly on an old laptop or phone?
Every sprite is drawn as vector shapes on a 2D canvas rather than streamed as art, so there is almost nothing to download. Entities are recycled from fixed-size pools, so a twenty-minute run allocates no more than the first ten seconds. Device pixel ratio is capped and the particle budget scales down on weaker hardware, which keeps the frame time steady instead of letting quality sink the frame rate.
What are the controls for the lions game?
Keyboard: left/right arrows or A and D to change lane, up arrow, W or Space to jump, down arrow or S to slide, Esc or P to pause, Enter to confirm.
Touch: swipe left, right, up or down, or use the large on-screen buttons at the bottom of the screen. Both input methods are live at the same time, so a laptop with a touchscreen accepts either.
How does the difficulty increase?
Speed follows a smooth curve rather than steps, climbing from 7 m/s toward 25 m/s over roughly 1400 metres, so it accelerates quickly at first and then flattens. Distance also moves you through 5 difficulty bands - Easy from 0 m (x1), Medium from 500 m (x1.15), Hard from 1500 m (x1.35), Extreme from 3000 m (x1.6), Nightmare from 5000 m (x1.9) - and each band raises the score multiplier, unlocks tighter lane patterns and shifts the obstacle mix toward the ones that must be jumped or dodged rather than the tame rocks. Obstacle rows are spaced by both a floor of 9 metres and your current speed, which keeps the reaction window fair as the track gets faster. The first 60 metres are deliberately empty so you can settle in.
Keep reading
- The Savanna
Lions do not live in jungles, so this one runs through the African savanna instead: dry golden grass, flat-topped acacias, granite outcrops and termite mounds, under six layers of parallax scenery out to a 130-metre draw distance.
- Survival
Survival here means distance, not upkeep.
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