Tagged Questions
0
votes
1answer
51 views
Formula throwing a ball to destination [duplicate]
I am throwing a ball using this:
double v, vx, vy, alpha, t2 = 0;
if (Keyboard.GetState().IsKeyDown(Keys.Up))
{
alpha = MathHelper.ToRadians(60f);
v = ...
0
votes
3answers
175 views
how can we define dynamic Path of ViewObject(Bitmap) On Canvas
I am Currently working on One 2D Android Game,
In this game One ViewObject(Bitmap) is moving Across Screen On Parabola Path Like in this Image, But this Path is Static, the Static path is getting ...
0
votes
1answer
83 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
154 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 ...
2
votes
1answer
195 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
votes
2answers
186 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
1answer
206 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
149 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 ...
4
votes
2answers
250 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:
...
0
votes
0answers
90 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.
...
0
votes
1answer
92 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 ...
-3
votes
1answer
205 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 ...
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 ...
5
votes
1answer
135 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 ...
5
votes
3answers
319 views
'Spring' physics
I'm trying to put together a struct or a method of some sort that will allow me to check the relative position between two objects, and if they're too far apart, apply a force that will draw them ...
3
votes
3answers
397 views
Moving a body in a specific direction using XNA with Farseer Physics
I have a custom polygon attached to a body, which looks like this:
What I am trying to accomplish is getting the body to move according to wherever the tip of the body is. So far this is what I've ...
6
votes
3answers
364 views
Smooth waypoint traversing
There are a dozen ways I could word this question, but to keep my thoughts in line, I'm phrasing it in line with my problem at hand.
So I'm creating a floating platform that I would like to be able ...
4
votes
2answers
216 views
Detecting a ledge in Box2D [duplicate]
Possible Duplicate:
Detect Open Space in Farseer
How do I detect ledges?
I'm making a 2D platformer with Box2D. The player needs to be able to grab onto a ledge and pull him/herself up.
...
2
votes
2answers
304 views
One-way platform collision
I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will ...
2
votes
1answer
472 views
Friction in 2D game
I'm developing a 2D platformer, although this question could probably apply to just about any 2D type physics; What is the equation for friction? I have sort of a hacky type of friction set up in my ...
4
votes
1answer
270 views
2D Magnet-like repelling behavior
If somebody wanted to develop a system between two intersecting rectangles so that the rectangles would, in a gradual process, push eachother away from one another until no longer intersecting, with ...
1
vote
1answer
205 views
Ideas for 2d fire simulation [closed]
I want to simulate a fire in a flat and non flat* surface (fire spread modelling).
I've seen that cellular automata is one of the algorithms that can be used. Are there other algorithms that would be ...
1
vote
2answers
106 views
How to fetch only the sprites in the player's range of motion for collision testing? (2D, axis aligned sprites)
I am working on a 2D sprite game for educational purposes. (In case you want to know, it uses WebGl and Javascript) I've implemented movement using the Euler method (and delta time) to keep things ...
2
votes
1answer
285 views
android game-logic for shooter
Im creating a 2d game for android.
I'll just get right to it. I have a sprite controlled by a joystick that needs to shoot, sofar Ive managed to get direction and movement on my bullet, but then I ...
8
votes
1answer
603 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?
9
votes
3answers
344 views
How to simulate pressure with particles?
I'm trying to simulate pressure with a collection of spherical particles in a Unity game I'm building. A couple notes about the problem:
The goal is to fill a constantly changing 2d space/void with ...
7
votes
2answers
679 views
What is the best way to handle simultaneous collisions in a physics engine?
I'm writing a 2d physics engine in javascript so that I can learn more about physics in video games. I have it working correctly for rigid body collisions, except for if any body collides with two or ...
4
votes
2answers
323 views
Which techniques to study? [closed]
Just to give you some background info, I'm studying a programming major at a tertiary level and am in my third year, so I'm not a newbie off the street. However, I am still quite new to game ...
3
votes
2answers
334 views
Collisions between moving ball and polygons
I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want.
I am developing a 2D ...
11
votes
2answers
2k views
2D Planet Gravity
I'm trying to make a simple game where a spaceship is launched and then its path is effected by the gravity of planets.
Similar to this game: http://sciencenetlinks.com/interactives/gravity.html
I ...
2
votes
2answers
704 views
Canvas Rotation collision detection on a sprite
I am using this code to detect collisions between two rectangular sprites.
intersect: function(other) {
return this.x < other.x + other.width && other.x < this.x + this.width ...
27
votes
11answers
4k views
Do 2D games have a future? [closed]
I'm currently working on a 2D soft-body physics engine (since none exist right now -_-), but I'm worried that there's no point to spending what will most likely be years on it.
Although I love ...
1
vote
2answers
1k views
2d engine/library for android in C#
I'm looking for a good 2d engine or library (that supports physics) for Android. I have a restriction - language should be C#.
It's not a requirement to use Mono Droid, but it seems that it is an ...
4
votes
1answer
471 views
Implementing jumping and heightmaps in 2D RPG/Adventure style games?
I've been putting together, albeit slowly, a traditional style game engine in flash/AS3 along the lines of Alundra/Final Fantasy 3/etc etc..
Everything so far is working smoothly (maps from XML data, ...
3
votes
4answers
330 views
Collision filtering techniques
I was wondering what efficient techniques are out there for mapping collision filtering between various bodies, sub-bodies, and so forth.
I'm working on a physics engine and I need ways for a user to ...
1
vote
3answers
394 views
Axis-Aligned Bounding Boxes vs Bounding Ellipse
Why is it that most, if not all collision detection algorithms today require each body to have an AABB for the use in the broad phase only?
It seems to me like simply placing a circle at the body's ...
9
votes
2answers
1k views
Continuous Physics Engine's Collision Detection Techniques
I'm working on a purely continuous physics engine, and I need to choose algorithms for broad and narrow phase collision detection. "Purely continuous" means I never do intersection tests, but instead ...
2
votes
1answer
320 views
How can I make a car follow the terrain in a 2D (side-view) game?
I'd like to create a game where a car drives over a 2D terrain.
Which algorithm to use so the car will follow the mountain incline?
6
votes
3answers
1k views
Is there a good existing starting point for realistic 2d racing car physics?
I'm trying to get a realistic behaving racing car into my 2d top-down game.
Making a very simple car that drives around is straight forward but I want a reasonably sophisticated model that models ...
2
votes
3answers
899 views
How do I move a 2D top-down racing camera smoothly and show what's ahead of the player?
I'm trying to make a camera that follows a race car. Right now, I'm smoothing the camera movement out by moving the camera's position a fixed percentage lerp'ed from the camera's position to the car's ...
2
votes
2answers
370 views
Physics in a 2D oblique perspective game
So, just to clarify, because I'm still fuzzy on the terms for perspectives in older games myself, examples of an oblique perspective can be seen in many older RPGs (Earthbound, Final Fantasy, Secret ...
1
vote
1answer
698 views
Bodies are colliding but refusing to rotate in Box2D
I'm running box2d in C++ and hooking it up to C# via p/invoke. All physics stuff occurs in C++.
My problem is that bodes know when they are colliding and do so with great precision. However if I have ...
1
vote
1answer
2k views
2D Physics Engine for Platform Games - Riding on a Platform
I have a number of questions relating to using a 2D physics engine in a platform game, but one main one that I'm grappling with at the moment. I managed to somewhat integrate the Physics2D.Net engine ...
1
vote
2answers
1k views
Box2D Platform body not moving player body along with it
I am creating a game using Box2D (Javascript implementation) - and I added the ability to have a static platform, that is moved along an axis as a function of a sine.
My problem is when the player ...
4
votes
2answers
707 views
Collision response for 2D racing game
The title is fairly self-explanatory. I have a 2D racing game that utilizes per-pixel collision detection (the track is essentially two bitmaps, one for the graphics, one for collision data). The ...
4
votes
1answer
342 views
Good book or tutorial for learning how to apply integration methods
I'm looking to animate a graph layout using edges as springs and nodes as weights (a node with more links will have a bigger weight).
I'm not capable of wrapping my head around the usage of ...
1
vote
1answer
197 views
2D Game Physics: How to evaluate when an accelerating ray is close to a point?
Given a ray in a 2D world at position p with initial velocity u and acceleration a how can I tell when it's within a certain distance r from a certain point.
1
vote
2answers
2k views
Voronoi regions of a (convex) polygon
I'm looking to add circle-polygon collisions to my Separating Axis Theorem collision detection.
The metanet software tutorial (http://www.metanetsoftware.com/technique/tutorialA.html#section3) on ...
1
vote
3answers
1k views
Collision Detection for 2D
I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is:
bool perPixelCollission = false;
Texture2D texture1 = ...
2
votes
2answers
2k views
Arc'd jumping method?
Okay, so I'm making a platformer, and I wanna know how I can make a arc'd jump easily. Like what Mario does in super Mario Bros 1. Any ideas on a simple way to accomplish this?

