Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.
0
votes
0answers
65 views
Tension Force is zero
And it's not supposed to be. I've been pulling my hair out for a while trying to figure out why...
The values used in T = F - ma are below:
mass of first body: 1 kg
acceleration: [0, 9.80665] (as a ...
6
votes
3answers
490 views
Are collision detection always O(n^2)?
Are physics engine able to decrease that complexity, for example by grouping objects who are near each other and check for collisions inside this group instead of against all objects ? (for example, ...
1
vote
2answers
81 views
Jump without bouncing in physics engine
I am using Ogre3D as my rendering API, and OgreBullet as my physics engine.
I have an test entity that when the y part of the velocity is 0 and spacebar is pressed, the velocity changes to, lets say: ...
-3
votes
0answers
45 views
How to make my jme3 character walk over slopes and stairs instead of sliding? [closed]
In jme3 there was a class called CharacterControl which could be used to set the max slope with the method setMaxSlope for setting so that the character could walk stairs and uneven surfaces without ...
0
votes
2answers
81 views
Physics for space game [duplicate]
I am making a space game where you fly a ship.
I am trying to work out the physics for such a game and so far came up with:
var thrust; //between 1 & 100 how much the engines are pushing
var ...
2
votes
1answer
57 views
Farseer: Shooting a ball in a certain angle?
How can I shoot a ball in a certain angle? When I press the Space key, the ball should be shot in a 45 degree angle. How can I do that?
0
votes
0answers
40 views
Decaying velocity for simple ball physics [duplicate]
I am writing a little experimental 2D program in Java to understand the basics of physics in games. I read this article on game physics to get me started and want to implement the simple Euler method ...
1
vote
1answer
89 views
How to make a character “jump” when leaving an up slope?
I have developed a game in Android using a tile-based system. I´ve implemented 22º, 45º and 67º up and down slopes and everything works (almost) perfect.
The problem now is that, when the character ...
0
votes
0answers
36 views
Farseer: Difficulties with implementation of DebugView
I added the project "Farseer Physics Engine 3.3.1 HelloWorld XNA\DebugView XNA\DebugView XNA.csproj" to my solution explorer in Visual Studio. In addition, I added a reference to my project and the ...
1
vote
1answer
93 views
How to handle NPCs and other entities on moving objects like trains or planes [duplicate]
I was always wondering how trains or other moving platforms are implemented in games. For example: there a many games where you can walk on the back of a truck or on a train that starts to move. ...
0
votes
1answer
30 views
Farseer: RemoveBody is not working [closed]
I want to remove bodies after they touched the character(playerrect). But the bodies get not removed. I set a breakpoint in the following line but it doesn't get yellow:
...
1
vote
1answer
50 views
Farseer: How can I remove a body?
I have many sensors(coins) in each level and I want to remove the sensors(coins) when the player rectangle(Mario) touches them. I check in OnCollision if Mario touches a coin, if he touches it, it ...
0
votes
2answers
99 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 ...
5
votes
2answers
423 views
How to make a fan like behavior
I am making a game in Unity. I have an object e.g. cube. I want to release air from it like fan so that when other cubes come closer, it throws them away. What velocity,force etc I will need to do ...
-1
votes
1answer
126 views
“Car” movement in 2D dimension [closed]
I am searching for a simple tutorial how to add arcade car physics for my game.
Exactly same user units behaviour i found in next games:
Tank Hero: Laser Wars
Death Worm:
Video:
...
0
votes
1answer
26 views
Farseer: Difficulties with ContactListener
How can I register the ContactListener in XNA? In the box2d manual is written:
9.4 Contact Listener
...
At run-time you can create an instance of the listener and register it with ...
3
votes
1answer
73 views
Is it possible to get the colliding sides using the separating axis theorem?
The title says it all, is it even possible to get the colliding sides?
I'm checking for collisions between two OABBs, which works fine using SAT. Now I want to set the moving object's velocity to the ...
0
votes
3answers
140 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 ...
1
vote
2answers
81 views
Ignoring collisions without using physics layers [duplicate]
Trying to ignore collisions between certain prefabs, but in this case I don't want to use layers since these are specific object pairs that I want to not collide, and creating a layer for each prefab ...
1
vote
2answers
91 views
When to detect and respond to collisions?
I've usually implemented collision detection like this in the past:
Move entity
Check if it collides with anything
Resolve the collision by moving it back
That's also the approach employed by most ...
3
votes
1answer
134 views
How do I make a tile passable in one direction only?
I want that my character can jump through some of the tiles, like Mario does in this video:
http://www.youtube.com/watch?v=zIPYzbNrNhc
In this video, Mario jumps up through orange platforms, but ...
-2
votes
1answer
44 views
Farseer: are you missing a using directive or an assembly reference?
I want to create a polygon in Farseer. I found an example in the documentation but it's not working because I get this error message:
The type or namespace name 'Vertices' could not be found (are you ...
0
votes
1answer
54 views
Farseer: Ball is not getting slower
The ball is not getting slower when it rolls over a straight platform. I added friction but that changed nothing, the ball still gets not slower. I want that the ball gets slower and slower and stops ...
0
votes
1answer
80 views
Farseer: Ball is not bouncing realistically
I created a ball that is rolling over platforms. When it falls from one platform to another, it should bounce just like in real life, but the ball keeps bouncing constantly and I don't know how to ...
0
votes
0answers
42 views
3D Sandbox game: Detecting when a block is no longer attached to the ground [duplicate]
I've been playing "Ace of Spades" recently, mostly because my son likes that. They have a feature that my son calls "gravity", but I don't know the official name. Anyway, the effect of "gravity" is ...
1
vote
2answers
128 views
How to correctly create bullet rigid from custom .mesh in Ogre?
Being new to 3d programming and bullet physics in particular, I am wondering how a 3d model or the mesh generated out of it effects the accuracy of bullet physics simulation.
I have written a ...
0
votes
0answers
29 views
Farseer physics engine: The name 'ConvertUnits' does not exist in the current context [duplicate]
http://digitalerr0r.wordpress.com/2012/03/11/farseer-physics-in-xna-4-0-for-windows-phone-1/
I tried this Farseer tutorial but I always get that error message in the following lines:
...
2
votes
1answer
107 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
1answer
74 views
How to use a physics engine for collision detection? [closed]
I want to use Box2D.XNA or Farseer for collision detection in my 2D game, but I don't know how to start. I added Box2D.XNA to my solution, but I don't know how to create rectangles, circles or ...
4
votes
3answers
183 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
86 views
2D object move & evade obstacle
Description:
Actor{
int x,y,width,height;
float speed, angle;
}
actor is an object that move around the map
every frame, actor change position(x,y) according to it’s speed & angle
...
1
vote
1answer
96 views
How to implement deceleration and stopping over a certain distance [duplicate]
So I have a a character, say a spaceship. It needs to move distance R, and in direction T (Theta). So say if The object is at (0,0), and it needs to get to (4,3), it has R = 5 and T = about 36 ...
2
votes
2answers
98 views
Creating shattering effects without having to use actual physics?
For certain effects like glass shattering and falling objects cracking to reveal their inner contents, are there any tricks or ways to implement these fracture physics without having to use actual ...
1
vote
1answer
141 views
2D Particle Physics [closed]
I am wanting to write small Particle and ParticleEmitter Classes for a HTML5 Canvas Game (Though, just discussing it in pseudo code is fine)
I am not great, at all, at Physics, and I don't want to ...
1
vote
1answer
72 views
Getting BEPUphysics to draw its entities
Isn't there a way, to force BEPUphsyics to show what it is doing?
I am here with my existing XNA project, starting to put in BEPUphysics,
but I am not seeing what it is doing.
Take my model for ...
0
votes
5answers
449 views
Collision detection logic
Edit 2
In the following picture sprite1 (the red square) is hitting the platform from the left, so:
sprite1_rightEdge>platformSprite leftEdge
would be true, so I can simply reposition ...
8
votes
2answers
318 views
Drone targeting
Imagine a "drone" and a target point on a 2d plane. There are eight parameters:
P = my position
Q = target position
V = my velocity
I = my moment of inertia
w = my angular velocity
s = my angular ...
0
votes
0answers
24 views
Mixing kinematics and dynamics in ODE
I am trying to do some animations on characters with a variety of body plans. I am trying to make a system that uses IK for moving end effector positions (some of the time), and use the actual ...
0
votes
2answers
114 views
making different kind of bullets
I have an enemy which shoots 3 different kind of bullets. They are of different sizes, speed, and representation (rectangle, oval, and a more classic bullet).
Should they be 3 separate classes or ...
0
votes
1answer
52 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 ...
7
votes
1answer
196 views
How do I fix objects “popping” or jittering in physics engine?
I've got a simple physics engine that solves collisions by simply correcting the position of overlapping bodies (just circles for now) directly, as opposed to just changing the velocity or applying an ...
4
votes
1answer
131 views
Looking for very simple implicit integration example
I am trying to design a robust cloth system. I have no problem at all simulating things like that using forward integration such as euler, midpoint, runge-kutta, verlet, etc. However, I just can't ...
0
votes
1answer
148 views
Is there a “box2d without physics” lib (only for collision detection)?
Box2d Collision detection algorithms are probably the best ones out there. Unfortunately, they are bundled together with a realistic physics engine that I don't need.
Is there an open source project ...
11
votes
1answer
409 views
Pathfinding on a uneven planetary surface
My question is what would be the best approach to pathfinding on an uneven planetary surface?
Background Information
I have created a planet from displacement mapping 6 sphere projected planes. ...
5
votes
1answer
136 views
Automatically generate low detail collision meshes
I lately integrated Bullet Physics into my little game engine, but for now I only use basic shapes as spheres or boxes for collision checks. For more realistic physics I need collision meshes for all ...
-1
votes
1answer
115 views
Is there any physics engine for XNA? [closed]
I am an XNA game developer. I am now starting to develop physics games on XNA but the problem is that I don't know about any physics engine desinged for XNA. Please if you know about it kindly help ...
0
votes
0answers
33 views
after I translate a model in relation to another and I rotate it both models change
I am trying to translate the world model but when I rotate the world model it rotates about its origin, the origin that I moved in relation to the model that the viewport is supposed to follow.
...
1
vote
1answer
185 views
Is using Box2D for simulating gravity “in space” a good idea? [duplicate]
I'm attempting to write a simulation of a solar system of planets in 2D space that are attracted to each other through Newton's law of universal gravitation.
I know that it is possible to simulate ...
2
votes
2answers
99 views
implementing a 2d looping using a physics engine
I am implementing a 2d mobile racing game. I have already implemented a 2d terrain using a physics engine (using edges). Now i would like to implement a looping very similar to the one in the old ...
1
vote
2answers
224 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 ...



