Relating to the motion of objects through space (in 2 dimensions (x,y)) and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.
0
votes
0answers
54 views
Collision between the player , stairs, ramps etc
i am making a game 2D in XNA 4.0. I have already made gravity , animations and the jump. Now i need the collision between my character and the objects (obstacles , stairs etc.) How can i do that? ...
0
votes
3answers
128 views
Gravity independent of game updates per second
Edit
Just for clarification, my sprite's 'movement' isn't the problem. If I set my Time variable to 4 seconds, then it will cross the screen in exactly 4 seconds regardless of logic updates rate per ...
4
votes
3answers
135 views
Calculating buoyancy force
I am trying to simulate a buoyancy force for objects submerged/suspended in a fluid in a 2D environment.
According to Game Physics: Engine Development: How to Build a Robust Commercial-Grade Physics ...
-1
votes
0answers
50 views
AS3: Handle collision with ground. Velocity's and hitTestObject() [closed]
I'm working on a sidescroller game but i'm having issues with my screen region and collisions.
I will just stick to 1 problem because once this is fixed i can probably also fix my screen so it scrolls ...
-2
votes
0answers
50 views
Selection of a 2d physics library [closed]
I am a decent programmer with not so great artistic skills. I am creating a game involving some basic shapes and rudimentary artwork.
I wanted to select a decent 2d physics library with easy to use ...
1
vote
2answers
80 views
Throw object towards predefined place? [duplicate]
I have a 2D side-view game with object attributes such as x, y, speedX, etc. Now I want to throw a given object from any place on the screen onto a defined goal place, in such a way that its ...
0
votes
0answers
63 views
Twine Engine with Libgdx
I am new at game development and want to know how can I implement twine engine in 2D games built in Libgdx ?Any tutorial or sample code can help me.
0
votes
1answer
77 views
Collision and gravity problems
So this is an easy question. I need to implement gravity in my game but where I'm stuck is what variables do I need in my Entity object for the calculations and a good algorithm that I can use for ...
1
vote
1answer
145 views
Swarm/crowd movement with box2d?
Apart from using b2Body::setTransform(), are there other ways to move a body around while keeping its dynamics ?
I want to move several bodies at the same time into one direction, pretty much like ...
-1
votes
1answer
120 views
Help with tile-based collision [closed]
I've been working on a 2D platformer using Flash. I've managed to get the collision detection working, but its not exactly perfect. Below is the code I'm using
//Get the speed of the player
...
2
votes
1answer
175 views
Realistic 2D Planetary Physics Engine?
I'm doing a spaceflight simulator in C++ (using Allegro 5), and I realised that I could just use a physics engine instead of writing my own physics.
So that's what I'm doing.
Since this is going to ...
1
vote
2answers
110 views
Moving Sprite With Physics Frame
Normally, a physics frame in pink (see image below) gives the body for detecting hit signal. It usually either falls down or lifts up depending on the gravity orientation. The question is: Is it ...
3
votes
2answers
175 views
Creating stable tentacle structures
I am using verlet integration to simulate some tentacles. So far it works great and I am satisfied with how it looks in general. Here is how a tentacle is built:
The very stiff sticks are colored ...
1
vote
0answers
91 views
Why won't my Box2d bodies collide? [closed]
I'm doing something wrong when trying to get bodies to collide using jBox2d & Slick2d. Here is have just my basic init, update, and render methods. Render and update seem to work fine for drawing ...
3
votes
1answer
184 views
Fluid Particle Grid
So recently I have been looking at some fluid simulation techniques, specifically Smoothed Particle Hydrodynamics. One of the key components is a grid to avoid O(n^2) searches. I have been having some ...
-1
votes
2answers
181 views
Making The Player Stop Bouncing And Stop Sinking In The Ground In A Platformer XNA
Heres a problem i've been having. I have a platformer, and whenever my player hits the ground he keeps bounding. Here's the falling code
iceBoy.moveY++;
iceBoy.position.Y += moveY;
Now heres the ...
1
vote
2answers
105 views
limiting jump forces to achieve a maximum jump height [duplicate]
A player and the world are modeled using a physics engine. Jumping is modeled by applying a vertical upward force to the player's physics body when the jump button is pressed.
The upward force is ...
-1
votes
1answer
94 views
Bullets Spawning in same direction [closed]
I'm using XNA to make a Bullet Hell Shooter game, and I'm running into some troubles when I try to change the direction in which the bullets move. Been trying to debug for awhile, but haven't gotten ...
1
vote
1answer
131 views
Debug Render In Cocos2d Android
I want to implement debug render for cocos2d android.So I can view how bodies are created.
Right now I use gdx.jar file for box2d and load that jar file following way.
static {
...
0
votes
2answers
73 views
Problem with sensor in box2d [closed]
I have two bodies: one green static sensor (spikes) and one orange dynamic body (brick).
I have bullet and it's a dynamic body too, but with bullet flag set.
My problem is that when the bullet is ...
2
votes
1answer
249 views
Simple 2D hair simulation/manipulation
I would like to simulate very simple hair in a 2D environment, and will need to be able to "brush" the hair.
What I want to do: A 2D character is facing squarely towards the player. The player can ...
0
votes
2answers
65 views
Checking bounds of a quad
I want to know how would I tell if a quad touches another quad in my game built in Slick2D. I have a class that I named "Bounds" which has 4 "Point" objects which just store an X and a Y value and a ...
1
vote
1answer
194 views
In 2d game logic, should I use pixels or world coordinates?
Currently in my game I handle the logic (collisions, movement) using pixels but I find it very limiting espiecially when thinking about variable speed.
For example Box2D requires you to use ...
1
vote
2answers
127 views
Distribute circles evenly on Screen - circle packing
I want to evenly distribute a random amount of circles with random diameter on the screen for. This level doesn't scroll so the users screen resolution sets the limits. Further I would like the ...
2
votes
1answer
99 views
Physics movement prediction is way off [closed]
I'm making a simple, non-networked game. There are two players and a ball. In implementing the AI for the second player, I've run into a huge problem predicting where the ball will hit the ground. ...
4
votes
2answers
268 views
Whats the physics behind the doodle jump game?
I'd like to know how we can achieve the doodle jump type physics using andengine.
I mean the character is not colliding with the ground blocks when he moves upwards but will collide when he came ...
0
votes
1answer
77 views
Increase restitution (bounciness) of an object in a JavaScript formula
I'm going slightly around the houses on this one. I originally started a thread over on Stack Overflow about it but then it seemed to diverge into mathematics, with no joy from the SO community over ...
1
vote
2answers
141 views
Collision detection for Monotouch [closed]
What I want to have for my Monotouch 2D projects:
simple collision detection and collision polygons working with UIViews
Sounds simple, isn't it? I've evaluated a lot of engines available on the ...
12
votes
3answers
598 views
Resolving a collision with forces
In my 2D physics engine, I can detect AABB vs AABB collisions, and resolve them by finding the shortest penetration vector and adding it to the AABB's position.
Doing this "pushes" the first AABB ...
4
votes
2answers
236 views
Ball bouncing infinitely and constantly
Alright, so I've got hold of some simple physics mechanics, and am currently trying to implement bouncing. Based on the first answer of this question, I've developed the following algorithm:
...
1
vote
1answer
188 views
Collision detection against specific sprite shape using XNA with Farseer Physics?
I am making a 2D XNA Game, using Farseer Physics for collisions.
I need collisions to be resolved against the actual shape of the sprite image, ignoring transparent pixels, rather than against the ...
-2
votes
1answer
105 views
Help finding a good XNA physics library? [closed]
I'm looking for a good physics library for XNA. Can anyone help me find something good, simple and easy to learn for XNA?
1
vote
0answers
77 views
What to do after detecting OBB-OBB intersection
I'm using this code to detect intersections between two OBBs. The problem is that i don't know what to do after detecting it. I tried using a simple algorithm:
if (collision detected) {
...
0
votes
0answers
87 views
3D-Engine for 2D Graph Visualization [closed]
I'm planning to use a 3D-engine to do visualization and animation of very large 2D-graphs of data (100k objects) using relatively simple shapes mainly boxes, circles, arcs, rounded-boxes, etc.
...
1
vote
2answers
154 views
Find the Contact Normal of Rectangle Collision
It seems a lot of people have asked similar questions on this site, and every time it seems like a whole bunch of answers that don't work are given.
Basically, I have two rectangles (AABBs) that ...
1
vote
1answer
192 views
Am I implimenting a sweep and prune broadphase correctly? [closed]
The code that I am using is:
std::vector <PhysicsBody*> physicsChildren; //containing all objects
...
std::sort(physicsChildren.begin(), physicsChildren.end(), sortByLeft);
...
1
vote
2answers
279 views
Non-physics character movement in a Box2d Environment
I am in the process of creating a physics platformer. However, I want the player movement to feel very old-school(as in: non-physics like), which means that the character:
Should always move equally ...
0
votes
0answers
127 views
An “AABB Physics Engine” [closed]
I've been working on the physics for my 2D game and for the past two weeks it's been doing my head in. I wanted something a little more complicated than what you see in 2D platformers, but I wanted to ...
6
votes
2answers
540 views
How could you create climbing movement in a 2D platformer?
Basically what I want to do is have a playable character that is able to "walk" on an organic surface at any angle, including sideways and upside-down. By "organic" I mean I want my levels to have ...
0
votes
1answer
87 views
Separating Axis Theorem fails at certain angles
I'm currently attempting to add an overlap tester for an axis aligned and orientated bounding box but the solution only seems to work accurately when the OBB's angle is between -10 and +10. As the ...
0
votes
2answers
95 views
Circle Collision class not positioning itself correctly
Ok I am using unity3D and the Futile framework. I have everything drawing and working correctly with Futile, but I am trying to attach a circle collision class to the FSprite that I have. I must be ...
1
vote
1answer
126 views
What physics engine support force fields and bodies represented as points?
I need a game engine that supports force fields in 2d or 3d, but suitable for 2d calculations, like bullet.
Each body I want to simulate is represented as a set of points. Each point has positive ...
-3
votes
1answer
202 views
Implementation of planets in top-down space shooter [closed]
I am working on a top-down space shooter, and I have come to the point where I need some input on a mechanic. I have implemented enough that I can make this choice; either way will not change the code ...
2
votes
1answer
163 views
RK4 integration and Continuous Collision Detection
I'm using this method to detect collision between two AABBs. The algorithm is simple, fast and works great. It uses the relative velocity between the two objects to calculate TOI. This works fine with ...
0
votes
0answers
33 views
High-level (artiste, story-teller friendly) methods of game development? [duplicate]
Possible Duplicate:
Simple game engines / development tools made with artists in mind?
Admittedly as an absolute newbie as far as game development is concerned, I wanted to see if there are ...
8
votes
1answer
201 views
Calculate bike heading from front wheel heading and velocity
I have a simple top down bike game that I'm trying to add steering to. I would like to know how I use the heading of the front wheel to determine the heading and velocity of the bike.
void Update () ...
5
votes
1answer
131 views
Physics/Logic behind self-bounce
I have a game that I am currently working on and I have a problem.
What would a ball look like when it makes itself bounce. Say, for example that the ball had its own "inner power", was made out of ...
6
votes
1answer
235 views
How do engines avoid “Phase Lock” (multiple objects in same location) in a Physics Engine?
Let me explain Phase Lock first: When two objects of non zero mass occupy the same space but have zero energy (no velocity).
Do they bump forever with zero velocity resolution vectors or do they ...
7
votes
3answers
274 views
Impulsioned jumping
There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and ...
3
votes
1answer
279 views
2D Smooth Turning in a Tile-Based Game
I am working on a 2D top-view grid-based game. A ball that rolls on the grid made up of different tiles. The tiles interact with the ball in a variety of ways.
I am having difficulty cleanly ...



