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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Collision detection via adjacent tiles - sprite too big

I have managed to create a collision detection system for my tile-based jump'n'run game (written in C++/SFML), where I check on each update what values the surrounding tiles of the player contain and ...
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2answers
147 views

Use both AddForceAtPoint and change velocity property?

I'm using Rigidbody2D for some game objects. It seems that when I AddForce() or AddForceAtPoint(), the game objects are mostly affected on the Y axis and hardly at all on the x axis. I don't ...
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62 views

How can I get a function of time for coordinates of a 2D-moving body in a gravitational field from equations of forces?

I am having a hard time with writing code for simulation of 2D motion of a body with mass in a gravitational field of another body. I have 2 masses and a gravitational force equation. I know that ...
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1answer
240 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?
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0answers
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How do I convert a partially transparent image into polygons?

I'm using GLEE2D, a level editor allowing me to import images, scale them, rotate them, and position them onto layers and export the data into XML format. However, it does not tell me objects' ...
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0answers
309 views

how to attach a body to a rope and making it swing to another rope

I've set some ropes (using cocos2d and box2d) and would like to attach a body to one rope in such a way that it can swing to another rope. I am not sure how to go about this. I read making and object ...
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0answers
42 views

Storing rigid body collision shapes in local or world coordinates

I'm writing the beginnings of a lightweight 2d rigid body engine (in javascript, as a hobby project), and i'm debating whether to store collision shapes in local or in (updated as needed) world ...
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0answers
27 views

How to impale and stack targets correctly according to the collider and its coordinate?

I'm making another simple game, a catch game, where a spawning target game object must be captured using a skewer to impale it. Here how: At the start, the falling object (in red) will fall in a ...
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0answers
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Debugging Minimum Translation Vector

I implemented the minimum translation vector from codezealot's tutorial on SAT (Separating Axis Theorem) but I'm having an issue I can't quite figure out. Here's the example I have: As you can see ...
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0answers
495 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 ...
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27 views

Mobile: Physics and movement actions

I've been using spritekit for a while for a few small games. One thing I've noticed is that spritekit is the first game framework I've used that allows me to apply move actions to physics bodies. ...
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71 views

Moving objects smoothly, bad perfomance

I just finished developing my mini-game on Android and I got some questions about perfomance and generally "how to": If I have 25+ objects on the creeen (just a polygon with 7-8 angles) its starts to ...
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42 views

How to find correct offset to adjust sprite to the position of box2D body after rotation

I am trying to implement phsyics with the as3 box2d port. I currently have a b2body for each of some certain sprites in my game and I am able to update the sprite's positions correctly from the ...
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0answers
26 views

Apply impulse to ball to a fixed height Jbox2D android

I have to hit a ball to a fixed height repeatedly as shown in the following image. This game is similar to 1983 Hitit The difference is the hitting y axis will be variable. I wanted to hit the ...
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0answers
29 views

Calculate mass moment of inertia of two 2D polygons

For a small 2D physics engine I need to know the following. I wasn't able to find an answer even after a week of research. Hope you can help me. I have multiple concave 2D polygons that are tight ...
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39 views

Lateral Friction Phisics

I am trying to create a physics engine for my game, and need to cancel out any lateral velocity for when entities turn. I have tried to mimic this page's example, but it is not working. I have objects ...
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0answers
33 views

Memory Management on Physic Body Frames in Unity

Compared from the Android programming with the help of LibGDX and Eclipse programming software in making 2D physics based game from this previous question, what if I'm throwing lots of game objects ...
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0answers
236 views

Slope polygon collider 2D causing box collider 2D to 'bump' while sliding on it

I'm doing procedural terrain generation. So far I've created the mesh, and attached a 2D polygon collider to it. The terrain is made up of hills going up and down. After doing so, I put a 2D rigid ...
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0answers
81 views

Bouncing objects against the side of the screen

I want to have certain circular objects bounce against all four sides of the screen. After searching a lot on the internet, I found the following formula: Vout = Vin - ((1+e) *dot(Vnormal, Vin) * ...
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122 views

How to handle Null Pointer Exception in libGDX's Box2D ContactListener?

What's up everyone, I am heuristically producing a Pong clone in Box2D via libGDX. The Null Pointer Exception is originating in the ContactListener's beginContact() method in which I am trying to ...