2
votes
0answers
279 views

C++ FPS game collision detection with partitioning system or physics engine? [closed]

I'm working on a small FPS game (as a hobby and for learning purposes, nothing else) built with C++ in OpenGL (from scratch). Documenting online on the kind of strategy someone would approach with ...
6
votes
4answers
558 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 ...
1
vote
1answer
270 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 ...
3
votes
1answer
529 views

Design patterns in Game Physics

In the frames of a number crunching compatible programming language (say.. C++), what would be an elegant solution for adding self collision, external collision and integration step (Euler, etc.) ...
0
votes
0answers
191 views

adding contacts in “cyclone”

I am trying to adapt the Cyclone physics engine ( http://procyclone.com/, source code: https://github.com/idmillington/cyclone-physics/) to work with my game, and for my game I think that it would be ...
3
votes
1answer
6k views

How do I integrate bullet physics into my game?

I downloaded the release file found here, but I'm just not sure where to start. In my game I have a number of oblongs and a sphere, I want all of these to collide with one another. (They all have ...
1
vote
1answer
512 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 ...
4
votes
1answer
2k 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 ...
1
vote
0answers
438 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 ...
11
votes
3answers
2k views

Advice needed for a physics engine

I've recently started a project, building a physics engine. I was hoping you could give me some advice related to some documentation and/or best technologies for this. First of all, I've seen that ...
2
votes
0answers
2k views

Good open source / free C/C++ engines/libraries [closed]

Since building a game is not about 2D anymore, I just want to build a list of the (not necessarily best, but good enough) open source software available to make games. I prefer to put emphasis on ...
1
vote
1answer
737 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 ...