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.

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0answers
28 views

Relative movement in Box2D (keep object from falling off planet)

I'm creating a game with planets orbiting around a sun, like this: The brown square is the earth, rotating around its center and around the sun. The yellow square is the sun, which doesn't move. Now ...
0
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0answers
12 views

How to experiment for the value of gravity in Libgdx? [duplicate]

I am following a guide on how to play a flappy bird clone in the LibGdx framework. -http://www.kilobolt.com/day-5-the-flight-of-the-dead---adding-the-bird.html I am currently on the part where the ...
0
votes
2answers
56 views

How do I derive an appropriate acceleration value for my game?

I am creating a Flappy Bird clone from this tutorial. I have a question about acceleration in libgdx. The author assigned the bird a constant acceleration vector in the constructor of the bird ...
1
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0answers
35 views

Farseer: Friend/Foe Collision - cannot push foes but friends

we are using Farseer in our project and I try to find a setup to achieve the following quite complicated collision behavior: Friendly Units can push each other aside. However, the push should be a ...
1
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2answers
117 views

2D Boat controlling physics

I'm working on a top-down 2D boat game with Unity3D. I couldn't able to understand how to implement physics of rudder controlling. My physics knowledge is not enough to think how rudder dynamics work. ...
0
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0answers
18 views

Implementing projectile motion on Android's canvas [closed]

I'm going to Implement projectile motion on Android's canvas with an image like ball or something but I really have no idea how can I exactly do it. I know these formulas: X(t) = speed * Cos(alpha) * ...
1
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1answer
59 views

Lots of bouncing balls sink into each other [closed]

I'm trying to model a system that simulates an arbitrary number of bouncing balls with some gravity. So far I've come up with a solution that can be seen here: ...
0
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2answers
59 views

Unity2D Collision Issue

I have a crate setup (in pic below) with a rigid body component, box collider and 3 circle colliders(they allow me to push the crate most of the time without getting stuck on the floor textures which ...
-1
votes
1answer
51 views

2D bouncing formula doesn't work properly

am new to unity, and i am trying to create a bouncing ball, so i've did many researches about bouncing realted physics and i found a formula : Formula: -2*(V dot N)*N + V Where V is the velocity ...
0
votes
1answer
40 views

How to reposition a bouncing ball after it has passed through a surface

I have a bouncing ball which can collide with lines of a random slope. The ball passes through the lines a bit and I need to set the ball back some distance from the line. The ball (defined by ...
1
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3answers
62 views

Unity2D: Apply gravity to some items, when everything else is gravity-free?

Sorry for the incredibly vague title: Let's say you have an NPC, and when he dies he'll spawn items, coins for example. Instead of just pushing the coins in random directions it would look a lot ...
2
votes
1answer
103 views

How can I manage the deceleration of units so that they arrive on-target?

When I first started trying to set up my air units' movement in my RTS game, I thought it was going to be easy with simple Euler method linear acceleration. This was far from the case as the ship ...
1
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3answers
112 views

Unity rigidbody2d.velocity jumping causes weird bouncing

Im working on a game 2d game that has some platforming. I followed this video as guidance and produced the following code: public class PlayerControler : MonoBehaviour public float ...
0
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0answers
33 views

SpriteKit: Is applyImpulse not working correctly?

I am writing a free throwing system and because of this, I created a ball using following code. self.ball.position = CGPointMake(posX, posY) self.ball.fillColor = SKColor.blueColor() ...
1
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1answer
52 views

Anchoring HingeJoint2D to clicked upon spot

I'm creating a 2D game where the user can click and drag objects around. This is done by connecting a 'Hand' object to the object the user is current clicking on with a HingeJoint2D. Right now it ...
0
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0answers
18 views

How to tell if the ball is on the floor (in nape)?

What I wish to do in pseudo code: points = Get the set of all points (x, y) where the ball is touching other surfaces. point = Get the point out of that set with the minimal (y) value. Check if that ...
1
vote
1answer
34 views

Reduce bounciness of dynamic bodies in Box2D

In my 2D platformer game my player character is modeled using a Box2D dynamic body. One thing I thought feels off though is that even though the restitution of the fixture applied is zero, the player ...
2
votes
1answer
70 views

Implementing character movement using real physics

This is the first time I'm seriously developing a game so apologies if I'm missing the obvious. In my 2D platformer I adopted Box2D since it seemed like a natural solution to model gravitational ...
1
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0answers
92 views

How to render multiple objects as a single object for fluid simulation?

I'm trying to do fluid simulation using particles in 2d game. I have larger particles, which interactive each other physically, those particles collide with environment (e.g wall,obstacles) to ...
0
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2answers
52 views

Irregular gravity bouncing

I am working in a simple bouncing ball game. The ball moves right to left at a constant speed and back when it collides with the border of the display. But it jumps every time the the user clicks and ...
0
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0answers
16 views

Box2d - body size or spatial distribution matters for better simulation?

Box2D better works for limited sizes: Box2D works with floating point numbers and tolerances have to be used to make Box2D perform well. These tolerances have been tuned to work well with ...
0
votes
1answer
130 views

Explain the difference between extrapolation and interpolation

http://www.unagames.com/blog/daniele/2010/06/fixed-time-step-implementation-box2d here there are two algorithms of smoothing in case of fixed time step physics simulation. I don't understand the ...
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0answers
40 views

Calculation technique for 2D inertia tensors?

Just wondering what the techniques are out there. It's only 2D so I figured there'd be a good chance for there to be a "one size fits all" solution out there that's essentially an analytical solution. ...
1
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0answers
87 views

Should I use Box2D for collision-detection only (not simulating physics)? [closed]

I'm using Box2D only to check collisions and for no physical simulation. I create bodies (and shapes for them) and use my own code to move them, by setting their velocities and positions every frame. ...
0
votes
1answer
76 views

LibGDX Bounding Rectangles

I'm creating some rectangles surrounding my sprites for my player and bullet class to detect collisions with the overlaps method in Intersector class of LibGDX. I have a question: When I instantiate ...
0
votes
1answer
113 views

Cocos2dx - Physics - Abort() When Changing Dynamic PhysicBody to Static?

I just learned cocos2dx v3.3 integrated chipmunk physics engine. Here ,as you see, I create a simple circle with physic as: auto sprite = Sprite::create("circle.png"); auto body = ...
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0answers
67 views

2D Distance Field as collision handler method

Pixeljunk Shooter has really cool fluid simulation. I found the dev's video explaining what they did. Here I understand that it is particle based simulation Smoothed Particle Hydrodynamic I can ...
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votes
1answer
67 views

Throwing a bomb LibGDX Box2D [closed]

I am trying to create game where somenone throw a bomb. I am wondering how I can have an bomb react in a way that is represented by the following picture : Is there are any tools in Box2D that can ...
0
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0answers
69 views

Breakout Clone: Ball isn't bouncing as expected

So I'm working on a Breakout Clone using Unity 2D Physics only, and I'm having some trouble with the bouncing effect. Every object in my Scene has a Bounciness of 1. First, this is the code of my ...
1
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3answers
126 views

Formula for Planetary Alignment

I am attempting to create a game where there is a universe of two 16-bit addresses ranging from -32768, -32768 to 32767,32767, or in hexadecimal, each value can run from $8000 to $FFFF then 0 to ...
3
votes
2answers
190 views

Why is Euler integration sometimes preferred over RK4 even if RK4 is more accurate? [closed]

Some high quality engines such as Box2d uses the Simplistic Euler integrator instead for RK4 when Eumplectic Euler commits a global error of the order of Δt whereas, RK4 has Δtˆ4 error? RK4 is not ...
0
votes
1answer
165 views

Box2D recommended step, velocity and position iterations

Here in this article there is a nice explanation that velocity iterations and position iterations settings affect the way bodies will react when they collide, and step affects on speed and how gravity ...
0
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1answer
108 views

How to make an object that has no rigidbody2d component smoothly fall on the ground in Unty2d?

I have two character in my game: enemy and main character. Enemy can throw different objects into the main character. For this moment i am doing this action in such way: void FixedUpdate(){ if ...
2
votes
1answer
95 views

My pool balls often jump around when there are two or more balls colliding/touching

I'm working through the book 'Introduction to Game Physics with Box2D' and I've created a little pool game with the example code. Despite the name, there is NO box 2D used in this particular exercise. ...
0
votes
1answer
104 views

Creating a Player object in a physics engine [duplicate]

I have a working physics environment using Farseer - but how do I create a player object that can walk around? My current attempt involves applying forces to a rectangular body whenever keys are ...
0
votes
1answer
22 views

Should device tilt give my object a starting speed or acceleration?

I'm developing a game for iPhones, which have a body placed in the bottom center of the sreen, and I want to move that body in horizontal axis by player tilting his device in y axis. Everything ...
0
votes
1answer
133 views

2D animated sprite jumping and gravity physics

I'm currently writing a Megaman clone for my school project. So far all I did was making the character run and stay put when needed. Know I want to be able to make him jump using the 'X' button. I ...
0
votes
1answer
129 views

2D physics collision/gravity problem?

I'm using Love2D and my own physics engine to create a 2D platformer. Y collision works fine, but X collision... well, it's a bit buggy. When I move off of a small platform I've created, I fall but it ...
0
votes
1answer
70 views

Trigger an event when a game object touches a non-solid game object

For a 2d game, I are currently making an AI and I want it to jump when it touches a invisible cube, which isn't solid, how do I do this?
4
votes
3answers
493 views

How do I procedurally animate a cell eating another cell?

The entities in my game are soft-body, amorphous cells. I'd like to create an animation where enemies are engulfed by the player's cell. That is, I want to generate a "cell eating another ...
3
votes
2answers
289 views

A Star pathfinding algorithm, multiple node set optimization

I'm trying to determine if this is an optimization I should pursue or if this is way to complicated to be worth my time. I've successfully implemented the A Star Algorithm for my video game. I used ...
1
vote
1answer
58 views

Numerical integration of multiple off-center forces on a solid body

I am trying to develop a little simulation (for the sake of learning a little bit about physics) involving a circle (mass m, radius r, regular density) and two forces f1, f2 that can be applied on any ...
-1
votes
2answers
75 views

Speeding up sprite the second time it passes the screen [closed]

I'm a student studying Games Development. I want a sprite to speed up on it's second passing of the screen. How do I do this? Code I wrote so far: public class Game1 : Microsoft.Xna.Framework.Game { ...
2
votes
1answer
137 views

How can I simulate a magnet that attracts a ball in a 2D enviroment?

I am making a top-down game where you have to move a ball from point A to point B. You are attracting the ball using magnets that are standing still. The ball needs to get pulled by multiple magnets. ...
0
votes
0answers
45 views

How to determine positions to draw lines on a screen with AndEngine

I have a screen (480x800), M(mx, my) is a static point, and N(nx,ny) is a dynamic point on screen. Position of N(nx, ny) depends position of touch. I want to determine position of P(?,?) and Q(?,?) to ...
0
votes
1answer
1k views

Unity 2D, C# - Make object move diagonally by a certain angle?

I have a sprite object which I want to move in 8 directions. Left, Right, Up, Down, Left top, Right top, Left down, Right down. The view is 2D with a isometric projection. The difficulties I am ...
0
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1answer
111 views

Incosistent jump, stuttering

I've written this C# code to handle movement in my testing project. The game is supposed to be 2D, some kind of a platformer, just to get me started with Unity. However, it seems there's something odd ...
2
votes
2answers
103 views

Implementing a motorized hinge joint

I have a 2d physics engine, with three boxes: "body", "left wing" and "right wing". The wing boxes are connected to the body using a hinge joint. The physics world has no gravity. I'm attempting to ...
1
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0answers
434 views

Ease Rotate RigidBody2D toward arbitrary angle

I'm trying to make a rigidbody2D circle return to an orientation after a collision. But there is a weird behavior I do not expect - it always orients to the same direction. This is what I call in ...
1
vote
1answer
301 views

Consistent Space Gravity Simulation

I have done some reading into this subject but haven't been able to come to a conclusion that I'm really satisfied with so far, so here is the situation. I have a game set in space, its top down and ...