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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0answers
467 views

Cocos2d and Body with few collision shapes using chipmunk

I'm using Cocos2d (0.99.5) with chipmunk physics engine. Currently I'm trying to place a body into space which is combined from few circle shapes. Let's say I have a corresponding sprite image with ...
1
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1answer
546 views

How to use the chipmunk physics-engine?

I am developing a game demo where I want a physics simulation with balls and obstacles. I know that this is possible with the chipmunk physics-engine but I don't know how to use it. Can anybody give ...
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3answers
3k 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. ...
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2answers
223 views

How to apply numerical integration on a graph layout

I've done some basic 1 D integration, but i can't wrap my head around things and apply it to my graph layout. So, consider the picture below: if i drag the red node to the right, i'm forcing his ...
0
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3answers
131 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 ...
0
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1answer
155 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 ...
0
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1answer
355 views

Specific Physics Lessons and Reference for Game Development

What "Physics stuffs" should I learn in game developments? I'm reading about Verlet Integration, and I'm wondering what other lesson should I learn and if there are available resources can you please ...
0
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2answers
484 views

Ways to define a curve

I'm trying to give shapes in my physics engine roundness/ curvature. I am aware of various methods for mathematically defining curves; such as bezier-cruves, ellipses, etc. However I am not sure ...
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1answer
77 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 ...
0
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2answers
65 views

Checking bounds of a quad

I want to know how would I tell if a quad touches another quad in my game built in Slick2D. I have a class that I named "Bounds" which has 4 "Point" objects which just store an X and a Y value and a ...
0
votes
1answer
77 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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2answers
342 views

Circle physics and collision using vectors

This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want ...
0
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2answers
2k views

What fluid simulation system is used in iPhone games?

Does anybody know what kind of system developers are using for fluid simulation in iPhone games? It doesn't seem like they're using a Navier-Strokes simulation to me.
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1answer
87 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 ...
0
votes
2answers
95 views

Circle Collision class not positioning itself correctly

Ok I am using unity3D and the Futile framework. I have everything drawing and working correctly with Futile, but I am trying to attach a circle collision class to the FSprite that I have. I must be ...
0
votes
1answer
183 views

How to implement physical effect, perspective effect on Android

I'm researching about 2D game for Android to implement an Android Game Project. My project looks nearly like PaperToss. Instance of throwing a page, my game will throw a coin. Suppose that I have a ...
0
votes
1answer
353 views

BOX2D Kinematic Platform with parallax layer

I am using a kinematic body for my moving platform on x-axis, so I set the linear velocity to b2vec2(5,0). When the player jump on the platform, it works like it is suppose to. But the thing is ...
0
votes
1answer
582 views

Best Android gaming engine for Billiards game?

What is the best engine/way to go with when implementing a 2D billiards game? I am thinking about Emini Physics Engine, which is free for use and stuff, but maybe you can give me some pitfalls about ...
0
votes
1answer
571 views

2D game physics, doing it right

I have a ball that you can make jump, I have a sneaking suspicion I'm doing this wrong. It works now, to the extend that gravity pulls the object down toward the ground, but I'm having trouble ...
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. ...
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0answers
56 views

Collision between the player , stairs, ramps etc

i am making a game 2D in XNA 4.0. I have already made gravity , animations and the jump. Now i need the collision between my character and the objects (obstacles , stairs etc.) How can i do that? ...
0
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0answers
65 views

Twine Engine with Libgdx

I am new at game development and want to know how can I implement twine engine in 2D games built in Libgdx ?Any tutorial or sample code can help me.
0
votes
2answers
73 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 ...
0
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0answers
89 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
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0answers
128 views

An “AABB Physics Engine” [closed]

I've been working on the physics for my 2D game and for the past two weeks it's been doing my head in. I wanted something a little more complicated than what you see in 2D platformers, but I wanted to ...
0
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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 ...
0
votes
1answer
531 views

JBox2D applyLinearImpulse doesn't work

So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); ...
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0answers
229 views

I want to make a push-up mechanic [closed]

I started to develop a game for windows phone 7. This is the video of the game So, I want to do a push-up. In the middle of the game you will be able to tap the screen and give an additional force to ...
0
votes
1answer
685 views

Ball Physics for Android Game

I am starting work on a new Android game and I haven't had any experience implementing physics before. I am trying to steer clear of external libraries such as box2d, not just because I think it is ...
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
votes
2answers
182 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
votes
1answer
94 views

Bullets Spawning in same direction [closed]

I'm using XNA to make a Bullet Hell Shooter game, and I'm running into some troubles when I try to change the direction in which the bullets move. Been trying to debug for awhile, but haven't gotten ...
-1
votes
0answers
54 views

AS3: Handle collision with ground. Velocity's and hitTestObject() [closed]

I'm working on a sidescroller game but i'm having issues with my screen region and collisions. I will just stick to 1 problem because once this is fixed i can probably also fix my screen so it scrolls ...
-1
votes
1answer
122 views

Help with tile-based collision [closed]

I've been working on a 2D platformer using Flash. I've managed to get the collision detection working, but its not exactly perfect. Below is the code I'm using //Get the speed of the player ...
-2
votes
1answer
105 views

Help finding a good XNA physics library? [closed]

I'm looking for a good physics library for XNA. Can anyone help me find something good, simple and easy to learn for XNA?
-2
votes
1answer
428 views

Using Vectors for 2d animation [closed]

I've decided that it's best to start using vectors in my games instead of the xPos += xSpeed and yPos += ySpeed approach. I'm posting some of the code from my basic model class which handles movement ...
-2
votes
0answers
51 views

Selection of a 2d physics library [closed]

I am a decent programmer with not so great artistic skills. I am creating a game involving some basic shapes and rudimentary artwork. I wanted to select a decent 2d physics library with easy to use ...
-3
votes
1answer
202 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 ...
-4
votes
1answer
588 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: ...

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