Tagged Questions
0
votes
2answers
82 views
How would I apply gravity to a bullet so that it would drop slightly the longer that it travels?
How would I apply gravity to a bullet so that it would drop slightly the longer that it travels?
I somewhat understand how the gravity works, Im just asking for second opinions for more optimized ...
2
votes
1answer
98 views
Separation algorithm in flock simulation?
I'm using box2d (the c++ one).
I found a method for an arriving behavior (on http://www.red3d.com/cwr/steer/gdc99/ ), which works well, problem is, the bodies are bumping into each other and it ...
4
votes
3answers
154 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 ...
0
votes
1answer
50 views
Implementing Frame of reference for physics calculations
How would I alter physical calculations to account for frame of reference of a physical body?
Currently I have a world that is a collection of rigid body objects that act on each other. There is no ...
1
vote
2answers
204 views
How can I manage large numbers of objects in a physics engine? [duplicate]
MY friend and I are programming a game and I decided to give the physics engine a try. I was able to get a class working where it would calculate out the total force on a model and apply the correct ...
2
votes
1answer
154 views
Physics engine for Billiard game [closed]
I need to write a simple 3D billiard game using OpenGL. Which physics engine is simple and best to use in this case? Or it's better to write physics by myself?
1
vote
1answer
147 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 ...
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 ...
0
votes
1answer
85 views
Jump function of player [duplicate]
I'm developing game in marmalade sdk in c++. I have player in the area.and I wanna make him jump when i pressed a button.When I use this player.moveUp(5px); it just go up 5px, but he has to fall down ...
1
vote
1answer
123 views
C++ Using clock() with IsKeyDown
I am trying to replicate the game Asteroids as a class project. I am having trouble measuring the time elapsed while the "W" key is pressed.
This code is supposed to increase the force applied to the ...
0
votes
0answers
106 views
Simulating smooth movement along a line after calculating a collision containing a restitution of zero in 2D
[for tl;dr see after listing]
//...Code to determine shapes types involved in collision here...
//...Rectangle-Line collision detected.
...
5
votes
4answers
327 views
Sharing data between graphics and physics engine in the game?
I'm writing the game engine that consists of few modules. Two of them are the graphics engine and the physics engine.
I wonder if it's a good solution to share data between them?
Two ways (sharing ...
2
votes
2answers
254 views
What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine
I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them.
Some info : there is a lot ...
0
votes
1answer
124 views
Player Movement DirectX
I'm reading on a Book that's about Gamedevelopment with C++ and DirectX 9.
There is something that interrests me:
It says that playermovements are increasing with the power of the CPU. Becouse a ...
1
vote
1answer
166 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 ...
2
votes
2answers
239 views
Physics system imploding under force
I have a basic physics body system (incomplete/very basic; as collision resolution and detection are not implemented, just mass, position, velocity, acceleration, force and impulse).
I implemented ...
8
votes
1answer
574 views
What is the difference between an impulse and a force related to a physics engine?
What is the difference between an application of an impulse and an application of a force in relation to a physics engine?
1
vote
2answers
273 views
Aligning bullet's position in Asteroid Game
I'm writing an asteroid game and I would like to align the bullets on the ship's tip. I also want when the ship fires, the bullet gets the same orientation(angle, direction) of the ship and also be ...
0
votes
1answer
1k views
GameObject and Components
I am creating a relatively simple game engine in C++ and Qt. I am using Irrlicht for graphics, and as of now, I will not be using any physics or audio libraries. For time's sake, I am using ...
0
votes
2answers
177 views
Unsure how to move a unit to a point
I've got a unit and a series of points in 3D space which approximate the path it's been given. However, I'm not sure where to go from there. The unit has certain physical constraints, like, it can ...
0
votes
1answer
197 views
I am looking to make a spaceship tilt as it corners but I cant get it to return
I am using the TL game engine I am not allowed to use a physics engine but I need to make the spaceship lean as it corners, I can make it lean but cannot make it return to its starting position. I ...
1
vote
1answer
110 views
NxWheelShape Tilt with Vision(Havok) Engine and PhysX 2.8.x
A vehicle I am working on has front wheels that can tilt(lean) left and right as well as turn left and right. The turning was pretty easy, but there seems to be nothing on how to set a WheelShapes ...
12
votes
1answer
881 views
How do I simulate a doppler effect in a game?
I am trying to simulate the doppler effect in a game (a car racing game). I am not using a specific sound library that simulate the effect, I only have a callback function where I mix the data.
I ...
1
vote
1answer
376 views
what is the absolute simplest way to add physics to a simple 3D game
This physics does not have to be very complex at all.
There are a number of rectangles and one ball, all of which have the appropriate bounding volumes constrained to them, it would be great if the ...
2
votes
3answers
763 views
simplest way of making a sphere roll in a realistic way
rather than just moving a sphere across a plane, I want to make it roll like a ball. What is the simplest way of doing this? I assume it will have something to do with the circumference of the ball ...
3
votes
1answer
991 views
Non axis aligned bounding box collision and physics
Exactly how much more expensive, and while we're at it, difficult, is it to have non-axis aligned bounding boxes in your framework?
I realise that it very much depends on what you're trying to do, so ...
4
votes
1answer
535 views
Heightmap Physics Optimization/Improvement
I'm working on implementing the physics surrounding a player walking on a heightmap. A heightmap is a grid of points which are evenly spaced on the x and z axes, with varying heights. The physical ...
1
vote
1answer
540 views
Game Physics With RK4 Implementation For A 2D Platformer
I been reading about RK4 for physics implementation in a game, so I read in some pages and all people recommend me this page:
http://gafferongames.com/game-physics/fix-your-timestep/
This page shows ...
1
vote
3answers
660 views
How do you stop OgreBullet Capsule from falling over?
I've just started implementing bullet into my Ogre project. I followed the install instructions here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1
And the rest if the tutorial here:
...
2
votes
3answers
647 views
Coarse Collision Detection in highly dynamic environment
I'm currently working a 3D space game with A LOT of dynamic objects that are all moving (there is pretty much no static environment). I have the collision detection and resolution working just fine, ...
1
vote
0answers
329 views
Joint constraints in PhysX
I'm trying to use PhysX for my physics engine. I'd like to use spherical joints, but I'm having trouble with the constraints. All of the examples that I've found refer to SDK v2.8. I'd like to ...
-4
votes
1answer
589 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:
...
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
...
6
votes
1answer
549 views
Bringing a Box2D, Physics Enabled game Online?
Lets say, to simplify the problem of online games a bit, my goal would be to run a near identical simulation on multiple computers in sync. Would sending commands be a good idea?
Now if only sending ...
0
votes
1answer
2k views
Best 3D Physics Engine to use with Ogre [closed]
I am looking for a good physics engine to use with an Ogre game I'm writing.
I would prefer for it to be free, open source, mature, simple to use, easy to learn, and flexible.
I'm currently thinking ...
1
vote
1answer
654 views
gpgpu vs. physX for physics simulation
First theoretical question. What is better (faster)? Develop your own gpgpu techniques for physics simulation (cloth, fluids, colisions...) or to use PhysX?
(If i say develop i mean implement existing ...
6
votes
2answers
250 views
Self-righting agents that have fallen over
I need insect-like agents that have fallen/rolled on their back/side to naturally re-orient themselves. The agents are modeled as simple cuboids in the physics engine (Bullet) to approximate an ...
5
votes
2answers
2k views
Is it worth it to use Bullet for 2D physics instead of Box2D for the sake of learning Bullet?
There isn't much more to the question. I'm not concerned about overhead, as I'm sure they are both fine for my purposes. Basically, I am familiar with Box2D concepts because of the Farseer Physics ...

