Tagged Questions
12
votes
3answers
609 views
Resolving a collision with forces
In my 2D physics engine, I can detect AABB vs AABB collisions, and resolve them by finding the shortest penetration vector and adding it to the AABB's position.
Doing this "pushes" the first AABB ...
2
votes
1answer
166 views
RK4 integration and Continuous Collision Detection
I'm using this method to detect collision between two AABBs. The algorithm is simple, fast and works great. It uses the relative velocity between the two objects to calculate TOI. This works fine with ...
3
votes
3answers
218 views
Physics System ignores collision in some rare cases
I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or ...
2
votes
1answer
144 views
Bounding volume hierarchy - linked nodes (linear model)
The scenario A chain of points: (Pi)i=0,N where Pi is linked to its direct neighbours (Pi-1 and Pi+1).
The goal: perform efficient collision detection between any two, non-adjacent links: (PiPi+1) ...
0
votes
0answers
125 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 ...
0
votes
3answers
3k views
2D games on Unity and collision detection performance
I'm developing a 2D game for the iOS platform. I have seen a lot of packages on asset store that makes 2D asset creation for unity easier.
I have narrowed my selection to just 2, 2d toolkit and ex2d. ...
3
votes
1answer
990 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 ...
2
votes
1answer
428 views
Need help with collision detection/resolution in a 2D simulation of 'worm-like' creatures
(originally posted this on regular stack overflow, somebody pointed this forum out :-) )
Hi there,
I'm implementing a physics engine for the simulation of worm-like creatures. Problem is, is that ...
7
votes
1answer
459 views
Finding the point of collision
I'm writing a 2D rigid body simulator. The objects being simulated are convex polygons. My question involves how to decide on the "point" of collision, so that when I apply a response force, I can ...
3
votes
2answers
314 views
What are the technologies that makes physics engines so good for raycasting?
again. This question is strictly related to this one so, what is the technology that makes physics engines suitable for raycasting? It is a particular data structure? Has it to do with the engine's ...
4
votes
3answers
2k views
Why do we use physics engines for collision testing or raycasting?
There is a thing I don't understand about game engines: why it is so common to use physics engines to do raycasting or collision testing?
Say that you have a 3D scene loaded in your scene manager ...
