Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.

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26 views

Is it possible to create a pool game with Phaser? [on hold]

I am really new to Phaser and from the examples I think there is no simple way to create a game with: 2 Dimensions but viewing from the top (X-Axis and Y-Axis for the balls movement) Simulating ...
0
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0answers
18 views

Calculation technique for 2D inertia tensors?

Just wondering what the techniques are out there. It's only 2D so I figured there'd be a good chance for there to be a "one size fits all" solution out there that's essentially an analytical solution. ...
3
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1answer
68 views

Jelly ground collision

For fun I am trying to replicate the mechanics from The Floor is Jelly. So far I have successfully created "jelly islands/blocks" which are represented by an array of points and then drawn by using ...
0
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0answers
19 views

Applying inputs on server from client

I've read lot of articles about game networking and finally feel like almost get it. But have a couple of questions. If client sends input to server and then server apply it to simulation, should ...
0
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1answer
25 views

LibGDX Bounding Rectangles

I'm creating some rectangles surrounding my sprites for my player and bullet class to detect collisions with the overlaps method in Intersector class of LibGDX. I have a question: When I instantiate ...
0
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1answer
33 views

Cocos2dx - Physics - Abort() When Changing Dynamic PhysicBody to Static?

I just learned cocos2dx v3.3 integrated chipmunk physics engine. Here ,as you see, I create a simple circle with physic as: auto sprite = Sprite::create("circle.png"); auto body = ...
1
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2answers
89 views

Framerate dependent movement

I'm moving my character controller using Euler integration like this: Vector3 originalPos = transform.position; Vector3 acceleration = Physics.gravity; velocity += acceleration * Time.deltaTime; ...
0
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1answer
34 views

Mecanim animation with displacement and physics (isKinematic)

I have my game 3D wolf models from animator with displacement i.e wolf transform with animation (not in-place). I have added rigid body on models. I am facing following issues while executing them in ...
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0answers
33 views

How do I apply Farseer Physics Engine Collision on my image? I tried it on my codes and it is not working

How do I apply Farseer Physics Engine Collision on my image? I tried it on my codes and it is not working. PoolGameSingle poolgame = new PoolGameSingle(); var cue = poolgame.CueStick; ...
0
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2answers
62 views

How do i calculate the velocity of a sprite after it leaves circular motion?

I'm trying to make a game where the character can swing on a rope. I want to know how the velocity of player is calculated when it stops circular motion. Any help would be appreciated.
0
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3answers
140 views

Do I need to learn any physics if I use a physics engine? [closed]

Complete novice out here. Of course I know basic physics like mass and inertia. I don't want to make an engine I just want to make a game and use a physics engine made by someone else. Do I need to ...
0
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0answers
62 views

How to determine velocity from force

I recently started a project with the intention to master the physics aspect of Unity. Although I have a good knowledge of Unity, I never had the opportunity to work on game that makes extensive use ...
0
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0answers
29 views

Applying angular velocity distorts model

I am calculating the orientation of a sphere through the following code wV = new Vector3(0, pi/2, 0); w = new Quaternion(wV, 0); // o is the current Orientation o.Normalize(); w = 0.5f * w * o; // dt ...
0
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0answers
31 views

How to get yaw of bullet physics vehicle?

I am using the Bullet Physics port to java, JBullet, and am trying to render a vehicle body that i created in Blender on top of the vehicle chassis. Since i cannot effectively find a way to render ...
0
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3answers
56 views

In a Sonic-esque platformer, how to tell if the chracter is upside-down or not?

In a Sonic-esque platform game, how do you know if the player's character is currently upside down? Let's say the character is running to the left: At a certain point the character will begin to ...
1
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2answers
87 views

Formula for Planetary Alignment

I am attempting to create a game where there is a universe of two 16-bit addresses ranging from -32768, -32768 to 32767,32767, or in hexadecimal, each value can run from $8000 to $FFFF then 0 to ...
0
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1answer
46 views

Box2D recommended step, velocity and position iterations

Here in this article there is a nice explanation that velocity iterations and position iterations settings affect the way bodies will react when they collide, and step affects on speed and how gravity ...
1
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2answers
69 views

Adding gravity to arrival steering behavior

I trying to write an autopilot for the classic Lunar Lander or its clones. According to this paper, the arrival behavior is exactly what I need for a soft landing. In this example, it accelerates at ...
2
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1answer
92 views

My pool balls often jump around when there are two or more balls colliding/touching

I'm working through the book 'Introduction to Game Physics with Box2D' and I've created a little pool game with the example code. Despite the name, there is NO box 2D used in this particular exercise. ...
1
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0answers
128 views

How do I detect collisions between a particle-based net and a ball?

I've implemented a net using Verlet integration and many points connected with constrains; like this demo, but in 3D. I want to implement collision detection between this net and a ball (like in a ...
0
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1answer
50 views

Fixed joints in 3D

I'd like to build something like rigid origami in 3D space. So I need some mesh where each vertex is a particle and the set of the edges makes a chains/fabric where each edge is a "fixed length" ...
0
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0answers
63 views

How to move rigidbody player to its facing direction with AddForce?

How can I move a rigidbody to its facing direction? I've already tried this: rigidbody.AddForce (transform.forward * v, ForceMode.Acceleration); // v is a public float which gets a new value in ...
0
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1answer
64 views

Creating a Player object in a physics engine

I have a working physics environment using Farseer - but how do I create a player object that can walk around? My current attempt involves applying forces to a rectangular body whenever keys are ...
0
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0answers
16 views

Projectile Motion in lwjgl with java [duplicate]

I was trying to make a game with a bow and arrow using lwjgl but I couldent get the arch right. I have a function called projectile that is updated once a frame for each arrow. my frame cap is at 60 ...
0
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1answer
56 views

Oblique launch within a game

I'm creating a simple game in python that will follow the same logic of DDTank and Worms. The graph is formed by characters. The buildings that will be destroyed are formed by '*', players are '@' and ...
0
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1answer
33 views

Moving CCNode with constant speed in cocos2d

I want to move the object (CCNODE) with constant speed in any direction , what i have did till now is applied a force to object at start to get it moving and set elasticity as 1 and friction as 0 to ...
0
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1answer
92 views

2D physics collision/gravity problem?

I'm using Love2D and my own physics engine to create a 2D platformer. Y collision works fine, but X collision... well, it's a bit buggy. When I move off of a small platform I've created, I fall but it ...
1
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1answer
108 views

Downsides of using this integration formula for movement?

So I read that Gaffron integration basics tutorial and noticed how the Euler integration method gives a small error over time. I implemented the RK4 and noticed that with constant acceleration, I ...
14
votes
3answers
2k views

How can I create a stretchy, breakable pizza cheese material?

I want to create realistic pizza and allow user interact with it. What I want: What I created: I created model of the pizza (8 pieces) in Blender, then imported it into Unity. The piece of ...
1
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1answer
76 views

How can I implement smooth digging effects in a tile-based game?

I'm trying to make a Dig Dug styled game where you will be digging into a material. This is going to be a tile-based HTML5 game and I have decided to use the Phaser framework. One way to do the ...
0
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2answers
54 views

How to move an object uniformly from one point to another at a fixed angle? [duplicate]

In my 2d java game, I need to move Point objects (as projectiles) from Enemy object to Player object in a straight line. I did some research and found out that I can use atan2(x, y) method of Math ...
1
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1answer
59 views

Ground in AndEngine

I'm quite a newbie to AnEngine and I have a problem. I have been searching a lot, but I couldn't find answer. I'm trying to make my first game, but I have no idea how to make ground. I'd like to make ...
0
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0answers
66 views

Implementing a group formation behavior

I am trying to implement a group formation behavior where all the units in my group follow a leader and maintain their position throughout. So far I am able to move them, rotate and follow the leader. ...
0
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0answers
18 views

calculating avoidance forces for similar objects unity [duplicate]

I am trying to work on collision avoidance for my troops. Currently all my troops have their target object as the leader who is wandering in physical space. The troops just follow the leader but they ...
1
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1answer
71 views

Wandering motion in Unity

I am trying to come up with a smooth wandering motion for my game-object using Unity. What I currently doing is rotate the object by some random angle calculated every 1.5 second delay. But I am ...
2
votes
1answer
126 views

How can I simulate a magnet that attracts a ball in a 2D enviroment?

I am making a top-down game where you have to move a ball from point A to point B. You are attracting the ball using magnets that are standing still. The ball needs to get pulled by multiple magnets. ...
0
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1answer
45 views

Calculate an approximate distance between two rigid bodies or OOB

Is there any easy way to get an approximate distance between two OOB? I searched around and people talk about GJK algorithm, however I don't see it returning the distance between two convex objects ...
1
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0answers
54 views

How to apply physics when you have sub frame state changes?

I'm currently calculating my physics every 1/100th of a second and using a state machine to manage the current state of the player. In my main loop I'm checking user input and transitioning the state ...
0
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1answer
255 views

Unity Physics Material - Character Slides Too Much

I am currently working on a 2D platformer in Unity. I am using a prefab from the AssetStore for my character (The last paragraph contains a link to the prefab). The character has a circle collider for ...
2
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2answers
83 views

Implementing a motorized hinge joint

I have a 2d physics engine, with three boxes: "body", "left wing" and "right wing". The wing boxes are connected to the body using a hinge joint. The physics world has no gravity. I'm attempting to ...
0
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0answers
48 views

Drawing a object with Box2D and HTML5 canvas on current mouse position

I'm attempting to create a air hockey type game with HTML5 canvas and JavaScript, using Box2dWeb for the physics calculation. I need a way to draw the puck at the current mouse x and y position every ...
0
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3answers
117 views

Unrealistic sphere behavior on inclined plane

I am trying to model a ball rolling down an inclined surface in Unity based on what I am observing in real life but it is still quite off. In Unity it takes the ball about 3 seconds to travel from a ...
2
votes
1answer
80 views

AABB implementation

I have seen in some texts and tutorials on the web where an AABB is implemented as a position vector and then half-width and half-height vectors. What is the advantage in using the half-width and ...
0
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1answer
3k views

Simple collision detection in Unity 2D

I realise other posts exist with this topic yet none have gone into enough detail for me. I am attempting to create a 2D game in Unity using C# as my scripting language. Basically I have two objects, ...
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1answer
95 views

Calculate velocity of a bullet ricocheting on a circle

I made a picture to demostrate what I need,basecaly I have a bullet with velocity and I want it to bounce with the correct angle after it hits a circle Solved(look the accepted answer for explain): ...
1
vote
2answers
367 views

Unity - Mecanim & Rigidbody on Third Person Controller - Gravity bug?

I'm working on a third person controller which uses physX to interact with the other objects (using the Rigidbody component) and Mecanim to animate the character. All the animations used are baked to ...
5
votes
1answer
288 views

How can glass breaking effect from Smash Hit be achieved? [duplicate]

I saw Smash Hit the other day and was amazed by the physics of the game, specially the shattered glass effect: I've read other posts about this subject but I still feel that they don't share enough ...
1
vote
1answer
97 views

Is Physics a prerequisite to learn Unity3D

I have got a basic knowledge about the Unity 3D platform but I coding in Unity has not been that easy for me. For the simple reason I can see is, I cannot understand which function to use for what ...
1
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1answer
170 views

Consistent Space Gravity Simulation

I have done some reading into this subject but haven't been able to come to a conclusion that I'm really satisfied with so far, so here is the situation. I have a game set in space, its top down and ...
0
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1answer
97 views

Bullet - objects falling through

I have problem with bullet collisions. You can see problem on this video (around 0:18): http://goo.gl/DiVP8l Objects are "embeded" inside vertical bars - that is not correct - they should be ...