Tagged Questions
4
votes
3answers
154 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
vote
1answer
147 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 ...
3
votes
1answer
187 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
vote
1answer
166 views
Stopping an object after applying an impulse or force?
I'm having a small issue where after applying an impulse or force it is impossible to actually get an object to stop, i.e. a velocity of zero.
This code is run every 1 / 60 of a second:
void ...
8
votes
1answer
574 views
What is the difference between an impulse and a force related to a physics engine?
What is the difference between an application of an impulse and an application of a force in relation to a physics engine?
3
votes
5answers
1k views
Determining the angle to fire a shot when target and shooter moves, and bullet moves with shooter velocity added in
I saw this question: Predicting enemy position in order to have an object lead its target and followed the link in the answer to stack overflow. In the stack overflow page I used the 2nd answer, the ...
3
votes
3answers
1k views
Implementing Separating Axis Theorem (SAT) and Minimum Translation Vector (MTV)
I was following codezealot's tutorial on SAT and MTV and trying to implement it myself but I've come a cropper when it comes to getting the correct MTV. Here is my example: (Cue pretty pictures...)
...
1
vote
0answers
172 views
Debugging Minimum Translation Vector
I implemented the minimum translation vector from codezealot's tutorial on SAT (Separating Axis Theorem) but I'm having an issue I can't quite figure out. Here's the example I have:
As you can see ...
0
votes
0answers
217 views
Box2D high-level c++ wrapper
Is there a high level wrapper around Box2D out there?
I know that the library isn't exactly very low level as-is, but in my opinion some things in the library could be made more intuitive at the cost ...
1
vote
1answer
540 views
Game Physics With RK4 Implementation For A 2D Platformer
I been reading about RK4 for physics implementation in a game, so I read in some pages and all people recommend me this page:
http://gafferongames.com/game-physics/fix-your-timestep/
This page shows ...
2
votes
5answers
684 views
How do I set up moving platforms in a 2D side scroller to interact with the player properly?
Edit: I changed the way that gravity was applied so that it is applied even when a player is standing on a block, so instead of the game outputting that you are stepping on a tile as true and false ...
4
votes
3answers
500 views
2D physics library that supports curved surfaces and inverse or boolean shapes?
I've been using box2D for a few months, but I now badly need a physics library which can use boolean shapes (ie; cutting a circle out of a square) and/or curved surfaces. Does anyone have any ...
-4
votes
1answer
589 views
Homemaking a 2d soft body physics engine
hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated:
...
5
votes
2answers
2k views
2D soft-body physics engines?
Hi so i've recently learned the SFML graphics library and would like to use or make a non-rigid body 2D physics system to use with it. I have three questions:
The definition of rigid body in Box2d is
...
7
votes
6answers
360 views
Determining player.isFalling() through change of y?
I'm currently using Box2D and my character is a bunch of fixtures in Box2D. I was wondering if, to determine if a player is falling, detecting a change in Y position would be appropriate?
Are there ...
0
votes
1answer
1k views
2D Gravity and jumping
I have a gravity handler that works pretty well:
//If gravity is active:
//Iterate through all subscribers and have them fall
//by the GRAVITY_VALUE modified by the subscribers gravity modifier.
...
13
votes
1answer
5k views
Quad tree vs Grid based collision detection
I'm making a 4 player co-op r-type game, and I'm about to implement the collision detection code. I've read a lot of articles and stuff about how to handle collision detection, but I'm having a hard ...
5
votes
4answers
4k views
2D AABB collision response
I'm making a simple platformer, and I wanted simple collision handling. So I gave all my objects an AABB hitbox and tried to resolve collisions. However, I can't get it to work.
My main character has ...
7
votes
1answer
378 views
How can I copy or back-calculate definitions for an entire b2World?
I'm working on a platformer where I'd like to be able to move or copy bodies between multiple Box2D b2Worlds. The desire has cropped up three times now - moving objects between documents in my editor, ...