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.
5
votes
3answers
309 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 ...
5
votes
4answers
926 views
Determing an object's position along a curve over time
I have some objects in my game which are "thrown". At the moment I am trying to implement this by having these objects follow a parabolic curve. I know the start point, the end point, the vertex and ...
5
votes
1answer
1k views
How does 2D Game Physics work? [duplicate]
Possible Duplicate:
How do I build a 2D physics engine?
If we take the game Angry Birds that had big success lately I were thinking how do they implement the physics in a game like that?
...
5
votes
1answer
132 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
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
...
5
votes
2answers
3k views
Using The Box2D Polygon “Set()” function?
I'm using the Box2D physics engine. And there's a type of shape for box2D called b2PolygonShape.
In this class, you can create polygons. There is also a Set() function that takes an array of points ...
5
votes
3answers
3k views
Box2D Check If Point Intersects a Body
Is there a way to check if a point is intersecting a body?
For example, lets say there's a body in the world at a position of (100,100).
Is there a way to check if a point at (100,100) intersects ...
5
votes
3answers
5k views
2D character controller in unity (trying to get old-school platformers back)
This days I'm trying to create a 2D character controller with unity (using phisics). I'm fairly new to physic engines and it is really hard to get the control feel I'm looking for. I would be really ...
5
votes
3answers
511 views
Physics for Android Game
I'm making a 2D game for the Android phone, one that involves falling balls. I want to use a physics engine to properly simulate the balls falling and hitting other objects. I'm currently using ...
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 ...
5
votes
1answer
351 views
Pseudo-magnet implementation with chipmunk
How should I go about implementing "natural" magnet on a certain body in chipmunk space? Context is of simple bodies lying in the space (think chessboard). When one of the figures is activated as a ...
5
votes
2answers
286 views
Multiple collisions within a single frame cycle?
So say you want to simulate several objects in two dimensions, just bouncing around in a finite space. Using AABB and sweep tests, it shouldn't be that complicated to calculate single collisions ...
5
votes
1answer
428 views
Strangeness when simulating a chain
I'm using box2d and I simply hook up 10 points each with a similar length constraint to the adjacent point.
When I move 1 point, the others follow just like a rope/chain. Just like one would expect.
...
5
votes
2answers
1k views
How can I implement rectangle collision response?
I am working on a game in JavaScript and my current implementation of collision uses the shortest distance to push the intersecting object away, which isn't always correct. I've made this diagram of ...
4
votes
1answer
261 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 ...
4
votes
2answers
692 views
A good place to learn about Game Programming with Mathematical Vectors?
I am looking for a place in the web where I can turn my current game development process into a vector based approach. I am sorry If this question has been asked once.
According to my google search ...
4
votes
2answers
237 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:
...
4
votes
1answer
338 views
How to balance a ball on a rotating plane?
I'm doing some research and I really don't want a physics engine when a simple mechanism will do. I have a ball that will be balanced on a plane. The ball will always be "stuck" to the plane and ...
4
votes
2answers
207 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.
...
4
votes
1answer
452 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, ...
4
votes
3answers
499 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
2answers
269 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 ...
4
votes
1answer
877 views
Creating similar effects of Geometry Wars in 2D only
I want to create a game with similar effects to that of "Geometry Wars"... for those who have never played the game, basically, massive amounts of 'bending' and 'warping' effects are done on the ...
4
votes
4answers
474 views
Point of contact of 2 OBBs?
I'm working on the physics for my GTA2-like game so I can learn more about game physics.
The collision detection and resolution are working great.
I'm now just unsure how to compute the point of ...
4
votes
1answer
773 views
How to make a 2D Soft-body physics engine?
The definition of rigid body in Box2d is
A chunk of matter that is so strong
that the distance between any two bits
of matter on the chunk is completely
constant.
And this is exactly what ...
4
votes
1answer
340 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 ...
4
votes
2answers
1k views
How to create simple physics for a group of balloons colliding in the screen (2D)
The game is 2D, how can I make simple physics for a group of balloons colliding in the screen.
What I need is the balloons not to overlap and to bounce when they reach the limits of the screen or ...
4
votes
3answers
150 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 ...
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 ...
4
votes
1answer
303 views
How to take into consideration the effect of initial rotation of a ball hitting & reflecting off a surface
Hey all, I am trying to take into consideration the effect of inertia of the initial rotation of a ball, hitting a surface, into the exit velocity vector of the ball.
My current theory is this:
...
4
votes
1answer
340 views
Making a multi-pieced rectangular breakable body with Farseer
Using Farseer 3.3.1 I want to create a rectangular BreakableBody with many pieces. Right now here is my code:
Vertices polygon = PolygonTools.CreateRectangle( 2.5f , 1.25f );
List<Vertices> ...
4
votes
2answers
693 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
195 views
Box2D stable range and position
Box2D marks stable range of object size is 0.1M ~ 10M. This specifies object size range. How about space size? If I make an 1M object at (1000.0f,1000.0f) position? Is it can be stable? Or should I ...
4
votes
1answer
696 views
Problem with box2d at beggining
I have problem with simple box2d physics: I have two bodies : 1 - static box , 2 - dynamic box. I only want to this dynamic box fall on this static, and lay. But now it looks like that at end , ...
3
votes
3answers
646 views
Equation to make small number big and big number small (gravity)
I have a sprite that I want to speed up as it gets closer to another object. I really want this to flow well and don't want a series of if statements. All I can think of is to take the distance and ...
3
votes
3answers
1k views
How can I make my main character move in a parabolic arc when jumping?
I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics ...
3
votes
1answer
269 views
How to bounce a 2d point particle off of a circular edge
In a prototype I'm building, a particle can spawn anywhere within a larger, confining circle. Important to note is that the particle will not spawn in the origin of the larger circle, but anywhere ...
3
votes
2answers
750 views
Why are my objects becoming permanently stuck to walls using Box2D?
I setup a simple simulation environment something like billiards. There are four circle balls (dynamic) and four box walls (static).
Simulation works... except one thing. Sometimes when a ball rest ...
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 ...
3
votes
1answer
282 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 ...
3
votes
1answer
377 views
Creating a frozen bubble clone [closed]
This photo illustrates the environment: http://i.imgur.com/V4wbp.png
I'll shoot the cannon, it'll bounce off the wall and it's SUPPOSED to stick to the bubble. It does at pretty much every other ...
3
votes
4answers
350 views
When connecting a physics engine to another engine, should you do all your logic in the units used by the physics side or the rendering side
I'm currently intergrating pygame and pyBox2D, and am wondering which side is best to try to keep to in terms of game units of size.
Box2D is Meters
PyGame is Pixels
At the moment I am thinking I ...
3
votes
3answers
291 views
Adding 'swerve' to a direction
I'm not much of a maths expert, so this is probably quite straight forward. I was playing a soccer flash game where you take free kicks. You provide Power, Swerve and Direction. I'm reading up on ...
3
votes
3answers
218 views
Physics System ignores collision in some rare cases
I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or ...
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
1answer
553 views
How to simulate backspin or topspin in a box2d billiard game?
I am designing a simple billiard game with box2d. I think I can easily simulate hitting left or right side of a ball. Since box2d is not 3D, however, I am not sure how to simulate hitting upper or ...
3
votes
4answers
328 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 ...
3
votes
2answers
967 views
When and how should I apply forces in a Cocos2D + Box2D game?
I have some small circles just rolling across the bottom of the screen in my Cocos2D/Box2D iOS app. The bodies are dynamic... so I make them roll by applying a horizontal force to the center of mass ...
3
votes
2answers
177 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 ...
3
votes
2answers
333 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 ...