Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.
1
vote
1answer
61 views
How to handle NPCs and other entities on moving objects like trains or planes
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
27 views
Farseer: RemoveBody is not working
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
42 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
79 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
308 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
95 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
21 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
0answers
49 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
134 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
69 views
Ignoring collisions without using physics layers
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
69 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
0answers
37 views
Farseer: Character jumps weird [closed]
I have a little problem with jumping. For example, the character(Mario) jumps from the top of a tile. The character is now in the air and not touching a tile. After that, he touches the right or left ...
3
votes
1answer
116 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 ...
-3
votes
0answers
37 views
Farseer: Difficulties with polygons [closed]
I want to create a polygon but I get many error messages. I don't know what to change.
What is wrong?
The size of my texture(polygonTexture) is 350x150 pixel. ...
-2
votes
1answer
34 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
49 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
67 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
102 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 ...
-1
votes
0answers
50 views
I recently stumbled upon GameClosure, but I found out it doesn't have physics [closed]
GameClosure: http://www.gameclosure.com/
I really like the engine, the debugging, and the code style in general. However, it doesn't have a built-in physics engine. It says here: ...
0
votes
0answers
27 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
97 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
70 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
151 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
83 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
89 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
96 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
votes
0answers
58 views
2D Rigid Body isn't working properly, gravity and impulses with SAT collision detection [closed]
I'm working on a game that should in the end be running on a small device and therefore I'm tryging to make it as small as possible, will only use boxes acting under the law of physics.
I'm not ...
2
votes
1answer
128 views
2D Particle Physics
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
42 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
427 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
297 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
22 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
111 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
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
votes
0answers
46 views
How to move a PhysicsSprite
I'm trying to move a PhysicsSprite from left to right based on where the user clicked.
I understand that a simple Sprite can be moved by MoveTo functions but what is a way to move a PhysicsSprite? ...
7
votes
1answer
187 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
119 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
121 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
370 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. ...
4
votes
1answer
127 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
112 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
138 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
94 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
203 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 ...
1
vote
1answer
99 views
Simple 3D particle gravity in javascript? [closed]
I'm trying to do some simple gravity handling in my 3D environment (I'm using three.js). I've got some code, but it doesn't work. I'm hoping it's just a silly bug somewhere. Note: This is a ...
10
votes
2answers
346 views
Implementing a homing missile [duplicate]
I'm having some trouble implementing a homing missile that satisfies what I'm looking for. I have already tried the Seeking and Arrival behaviours described in this link, but none of them were what I ...
-1
votes
1answer
156 views
Creating physics in xna
I am creating a racing game using visual studio 2010 and xna 4.0. I'm trying to create some simple physics so my car sticks to the heightmap I have created within my game world and the model adjusts ...
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?



