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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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 ...
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1answer
439 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 ...
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1answer
2k views

ways to make a physics engine

Hey so i've been looking into real time physics engines, which led me to the crazyLaggoa multiphysics engine by thiaga costa, and brought up the question of: What are some possible ways, ideas that ...
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5answers
9k views

which is the best physics engine for flash as3? [closed]

i am a game programmer and i use actionscript to do all my collision checking, boundary checking etc...but recently i noticed there are things called "physics engines" that help me concentrate more on ...
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2answers
524 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 ...
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3answers
2k 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 = ...
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1answer
1k views

Movement and rotation of bodies in top down game

We are developing a 2D top down game with libgdx using the included box2d as physics engine. We don't want our bodies to accelerate but to instantly move with the wanted velocity. The bodies are ...
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3answers
566 views

Calculating 2D Physics Prediction of Shot Angle with Moving Velocity of both targets

I currently have the math right to hit a moving target with 99% accuracy as long as I don't move. When I start moving the aim is nearly 80%, it should also be 99% accuracy because the target is moving ...
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1answer
183 views

AABB vs Rectangle

I'm trying to wrap my head around 2D physics and stumbled upon Axis Aligned Bounding Boxes, and I have a couple of questions regarding them. In all AABB structs I could find out there, people prefer ...
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3answers
248 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 ...
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2answers
201 views

Distribute circles evenly on Screen - circle packing

I want to evenly distribute a random amount of circles with random diameter on the screen for. This level doesn't scroll so the users screen resolution sets the limits. Further I would like the ...
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2answers
194 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 ...
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2answers
185 views

How to Calculate Velocity in a 2D space game

I am currently using screenpos.X = (float)(screenpos.X + velocity * Math.Sin(r)); screenpos.Y = (float)(screenpos.Y - velocity * Math.Cos(r)); For my Movement with r being the Rotation in Radians. ...
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1answer
75 views

Reflection velocity

I'm trying to get a moving circular object to bounce (elastically) off of an immovable circular object. Am I doing this right? (The results look right, but I hate to trust that alone, and I can't ...
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1answer
811 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 ...
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1answer
436 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 ...
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1answer
144 views

Increase restitution (bounciness) of an object in a JavaScript formula

I'm going slightly around the houses on this one. I originally started a thread over on Stack Overflow about it but then it seemed to diverge into mathematics, with no joy from the SO community over ...
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3answers
503 views

Implementing distance joint

I would like to implement something that behaves much like a distance joint / revolute joint in Box2D, however I do not want to throw a whole physics engine at this problem. I'm curious where I might ...
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1answer
225 views

Game Physics: Implementing Normal Reaction from ground correctly

I am implementing a simple side scrolling platform game. I am using the following strategy while coding the physics: Gravity constantly acts on the character. When the character is touching the ...
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2answers
1k views

How do I determine which side of the player has collided with an object?

I have some static bodies (platforms) and a dynamic body (the player) in my world. The collision between them works great, but I would like to know which side of the player (rectangle) collides with ...
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1answer
452 views

Ball Physics : Bounce height altered by elasticity of ball and bounce surface

I have created a bouncing ball simulator using XNA and I am happy with my use of gravity, acceleration, change of direction and friction/spin. However, I am now at a stage where I would like to ...
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1answer
632 views

Box2D platformer movement. Should i mess with velocity?

I have a platformer game in which I implemented the movement using a wheel attached to the hero. For jumping I use this: player.body.applyLinearImpulse(new Vec2(0, 30000000), ...
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3answers
204 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 ...
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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 ...
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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 ...
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1answer
377 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 ...
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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 ...
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1answer
572 views

Collision detection against specific sprite shape using XNA with Farseer Physics?

I am making a 2D XNA Game, using Farseer Physics for collisions. I need collisions to be resolved against the actual shape of the sprite image, ignoring transparent pixels, rather than against the ...
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1answer
375 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 ...
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1answer
326 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 ...
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1answer
2k views

Vector movement in space type game (Mouse rotation)

I'm having an issue with my movement in my 'game' prototype. It's basically not working and admittedly my knowledge with vectors is lacking. The issue I'm running into is that the ship won't move in ...
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1answer
582 views

How make a laser path prediction line like a “slingshot cowboy” game?

How so I make a laser path prediction line like a “slingshot cowboy” game in cocos2d or box2d and select the target like "slingshot cowboy" game.
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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 ...
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4answers
2k views

Simple physics for modelling ship/submarine movement

for a first iteration of my sim, I need a very basic physics model for ship/submarine movement. I'd guess it might be a good approach to use vectors here (ship heading but also considering sea states ...
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1answer
29 views

Dynamic body in Box2D with fixed position

I need to fix the dynamic body position so that it would not rotate and would not move even if there are other forces, collisions and so on. Let me first explain why I need this. I have a dynamic ...
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1answer
65 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: ...
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3answers
71 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 ...
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1answer
36 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 ...
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1answer
334 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 ...
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2answers
452 views

How to detect collision on specific part of the sprite node

I have a spike and a ball is falling down, when the ball touches the top point of the spike, I want to make the ball invisible, and when it touches on the other part i.e on the sides I don't want to ...
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2answers
1k views

Platformer Collision Detection Order

I'm attempting to create a 2D Platformer Game and I'm having difficulty with the physics I have implemented. Each loop my code does the following: Apply the physics to a temporary X and Y ...
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2answers
187 views

How to know when all 2d rigid bodies have stopped in unity3d?

Is there anyway to know if all 2d rigid bodies in untiy 3d phisics world have stopped?
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1answer
91 views

Calculating the point(s) at which two moving objects are a certain distance from each other

Problem This is similar to a Closest Point of Approach calculation, but instead of the closest point(s), I want the points at which the objects are a given distance away from each other. (Imagine two ...
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1answer
152 views

How do I calculate the motion of 2 massive bodies in space?

I'm writing code simulating the 2-dimensional motion of two massive bodies with gravitational fields. The bodies' masses are known and I have a gravitational force equation. I know from that force I ...
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1answer
856 views

OBB Collision Resolution: Jittering with Long Rectangles

I have been working on a physics simulation module. Almost everything works properly, but I am having an issue, which I have demonstrated in the following video. http://youtu.be/2L17y9Lme0Q As you ...
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3answers
440 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 ...
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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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2answers
204 views

limiting jump forces to achieve a maximum jump height [duplicate]

A player and the world are modeled using a physics engine. Jumping is modeled by applying a vertical upward force to the player's physics body when the jump button is pressed. The upward force is ...
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1answer
350 views

Debug Render In Cocos2d Android

I want to implement debug render for cocos2d android.So I can view how bodies are created. Right now I use gdx.jar file for box2d and load that jar file following way. static { ...
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2answers
687 views

Find the Contact Normal of Rectangle Collision

It seems a lot of people have asked similar questions on this site, and every time it seems like a whole bunch of answers that don't work are given. Basically, I have two rectangles (AABBs) that ...