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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1answer
105 views

How to show the bow string stretching animation (?)

I was wondering how the animation in the angry birds of pulling the slingshot is done. One similar animation is available in this game but with a bow and arrow. I think both of them use the almost ...
4
votes
1answer
192 views

How to manage sleep/awake state of physics body

I have a loop, which updates all the physics, inside the loop I'm updating the position of the objects, first thing is the gravity, which pulls all the objects to the bottom. Now my question is, how ...
2
votes
4answers
309 views

Using forces to reach a specific velocity

In my game, I currently move the player by directly setting its velocity on key press events. This makes the game feel very responsive and allows the user to quickly change direction. However, I ...
0
votes
1answer
203 views

Resolving a collision between point and moving line

I am designing a 2d physics engine that uses Verlet integration for moving points (velocities mentioned below can be derived), constraints to represent moving line segments, and continuous collision ...
-4
votes
3answers
835 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: ...
3
votes
1answer
423 views

How to handle jumping up a slope in a runner game?

In an 2D endless runner, what should happen when the player is running "too fast" up a slope and jumps? For example, in a "normal" case: .O. . __..O_____ . / . / O/ _/ If he is moving ...
3
votes
3answers
427 views

2D game with 3D collision?

How do they do this bounce? Looks awfully complicated in 2D.
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3answers
444 views

Bouncing ball isssue

I am currently working on the 2D Bouncing ball physics that bounces the ball up and down. The physics behaviour works fine but at the end the velocity keep +3 then 0 non-stop even the ball has stopped ...
2
votes
5answers
2k views

How to Make Objects Fall Faster in a Physics Simulation

I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object ...
1
vote
1answer
816 views

Box2d contant speed before and after collision

I want to make my body fly at constant speed, how to make it fly at constant speed before and after collision? I set restitution of my body to 1.0 but after some direct and powerful collisions my ...
8
votes
3answers
967 views

Tiling Physics using Farseer

I'm having a problem with the Farseer Physics Engine, where in a tiled environment, my object will at times interact with corners of others objects, even if they align perfectly. I've read about ...
26
votes
5answers
2k views

Simulating pressure in a grid based liquid simulation

I have a 2D grid based water system in my XNA game, we have a method using cellular automata to simulate water falling and spreading. Example of water flowing down a slope: Each tile can contain a ...
0
votes
1answer
213 views

Issues calculating frame independent movement

I'm developing a Breakout style game in C++ using SDL. The problem so far is that the ball slows down and speeds up for no particular reason. The slowdowns usually last a few seconds. EDIT : When ...
3
votes
1answer
586 views

How to implement throw curve with virtual height in a 2D side-view game

I am working on a 2d side-view soccer game that looks like this image: But now I stuck on how to implement parabola pass ball. I have found many questions corresponding to my problem: Calculating ...
4
votes
3answers
126 views

Propel entities at some angle (depending on explosion's position)

I have a 2D platformer. There are multiple particles that are just 1x1 colored pixels. Let's assume there are 256 particles laid out as a 16x16 cube. Say I popped an explosion right in the middle. All ...
0
votes
4answers
3k views

Smooth jumping in 2D platformers [duplicate]

I have a very simple 2D game, similar to old-school Mario or Metroid. I'm having a lot of trouble figuring out the proper way to handle player jumping. I've tried several different methods. The first ...
0
votes
3answers
633 views

Box2D body jitters when colliding with static body

I am developing a game where a body is moved within the scene using touch. The scene has a boundary wall made up of static rectangular bodies. When I move the object along the boundaries, on ...
2
votes
3answers
371 views

Writing an autopilot for a 2d game with newtonian physics

The subject says it all. I am making a 2d space game with newtonian physics and I need pointers on how to write an autopilot for it. The requirements are best explained by an example. There is a ...
1
vote
1answer
935 views

2D Destructible Terrain with Box2D / Cocos2D -> Image Tracing

Bear with me as this will be a rather lengthy post. For the last month I have been working on an open source Cocos2D, Box2D Destructible Terrain Engine. I have some questions regarding its ...
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votes
1answer
391 views

How is destructable terrain made in SDL?

I'm looking for terrain that gets removed in chunks (like in Worms, of instance). How do you do this in SDL?
3
votes
1answer
461 views

Sensor based vs. AABB based collision

I'm trying to write a simple collision system, which will probably be primarily used for 2D platformers, and I've been planning out an AABB system for a few weeks now, which will work seamlessly with ...
2
votes
2answers
4k 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?
3
votes
1answer
504 views

How to implement server side physics?

I am working on 2-player 2d sidescroller. How should I implement the physics on the server? Use one world for every game or use a big world in which I add every 2 player that start a game? I have ...
1
vote
1answer
442 views

Making Ball Fling in a Curve Direction

I was wondering how to figuring out how to slice a ball (banana kick) by flinging it curve-ways. However, according to the LibGDX's gesture listener, the method for flinging only focuses on a straight ...
3
votes
1answer
149 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
3answers
469 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
183 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
1answer
535 views

Moving a Box2D object in the direction it is facing using applyForce [duplicate]

I'm trying to apply force to a polygon physics object to move it. Whilst I can get it to move upwards easily enough, I'm trying to get it to move in the direction in which it is pointing. Here's my ...
1
vote
1answer
110 views

Ring and Pole - Box2d

How I can make a b2Body in box2d so that it could form a ring which does not collide from the center just like a ring. like when we flick the object and there's another body (like pole), the pole can ...
2
votes
1answer
2k views

AndEngine - Moving Rectangle using Accelerometer

I'm learning how to create games with this great engine and I'm trying to put my knowledge in order to create a simple game. My first goal is to make a Rectangle moving using accelerometer and create ...
3
votes
1answer
1k views

Movement & Physics in an entity-component system

I'm currently playing around with entity-components systems and got started on the movement/collision/physics parts and would like to have some pointers! It's a basic 2D sidescrolling game, with the ...
-1
votes
1answer
1k views

“Car” movement in 2D dimension [closed]

I am searching for a simple tutorial how to add arcade car physics for my game. Exactly same user units behaviour i found in next games: Tank Hero: Laser Wars Death Worm: Video: ...
1
vote
3answers
250 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 ...
1
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1answer
3k views

Setting a Box2D Bodies Center?

How do I set the center of a fixture/body consisting of multiple shapes (triangles)?
4
votes
3answers
980 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 ...
34
votes
6answers
6k views

Analysis of Mario game Physics [closed]

I know there's a breakdown of Sonic the Hedgehog physics found here, and I was wondering, does there exist a breakdown of any of the Mario games? Something similar to this but for Mario is what I'm ...
1
vote
2answers
530 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
2answers
163 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 ...
4
votes
2answers
362 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 ...
0
votes
1answer
150 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 ...
27
votes
6answers
5k views

Implementing a wrapping wire (like the Worms Ninja Rope) in a 2D physics engine

I've been trying out some rope-physics recently, and I've found that the "standard" solution - making a rope from a series of objects strung together with springs or joints - is unsatisfying. ...
1
vote
1answer
379 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 ...
0
votes
3answers
6k views

2D games on Unity and collision detection performance

I'm developing a 2D game for the iOS platform. I have seen a lot of packages on asset store that makes 2D asset creation for unity easier. I have narrowed my selection to just 2, 2d toolkit and ex2d. ...
3
votes
1answer
426 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
157 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
1answer
701 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
1answer
472 views

2D Motocross physics

I'm looking into making a 2D motocross bike game with plausible physics. It should look like this: For a first try, I've created only the player (a motocross driver) and the map (consisting of ...
3
votes
1answer
404 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
0answers
471 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 ...
0
votes
2answers
317 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 ...