Tagged Questions
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 ...
-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 ...
2
votes
1answer
181 views
Realistic 2D Planetary Physics Engine?
I'm doing a spaceflight simulator in C++ (using Allegro 5), and I realised that I could just use a physics engine instead of writing my own physics.
So that's what I'm doing.
Since this is going to ...
0
votes
1answer
115 views
Pick and Drop the Ball Testing Without Replicating the Physics Frame
I am making a program that pick, drag, and drop the ball. In real life, once you pick the ball and drop it, whenever the available object is (what you see is what you get) will only be picked and ...
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 ...
1
vote
0answers
41 views
how to make virtual environment consistent in networked applications?
I have a Virtual Environment(grid of cubes) which has the same state on both users when the application starts.
Both users have haptic devices, whose position is depicted by a small sphere in the ...
2
votes
0answers
138 views
Inverse Dynamics How to
I have some motion capture data (kinect) that records all body joints (32fps) and I want to take particular positions (for example when a person moves both of his hands up in the sky in celebration ...
1
vote
0answers
160 views
Friction due to gravity in an impulse based physics engine
In my physics engine, i'm using impulses to solve collisions. I'm basing all calculations on these equations:
impulse = desired_velocity_change * mass
impulse = force * time
friction_force <= ...
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 ...
6
votes
1answer
236 views
How do engines avoid “Phase Lock” (multiple objects in same location) in a Physics Engine?
Let me explain Phase Lock first: When two objects of non zero mass occupy the same space but have zero energy (no velocity).
Do they bump forever with zero velocity resolution vectors or do they ...
5
votes
4answers
326 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
3answers
182 views
What different ways are there to model restitution in a physics engine?
In my physics engine I give a body a value for restitution between 0 and 1. When two bodies collide there seems to be different views on how the restitution of the collision should be calculated. To ...
1
vote
1answer
166 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 ...
7
votes
2answers
548 views
Calculation of Inertia Tensors
Bit of a complex and lengthy question that, I'll admit, I don't quite understand very well yet so I will try and explain as best as I can.
Short Version: Is there a general c++/physx formula out ...
7
votes
2answers
780 views
Physics engine that can handle multiple attractors?
I'm putting together a game that will be played mostly with three dimensional gravity.
By that I mean multiple planets/stars/moons behaving realistically, and path plotting and path prediction in the ...
1
vote
1answer
376 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 ...
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 ...
0
votes
1answer
252 views
physics model simulation
I am building a game for which I want to simulate certain rigid body dynamics.Could someone suggest me some engines which work on Ubuntu.Also as I have dont have much time to implement it,so it would ...
1
vote
0answers
329 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 ...
4
votes
1answer
773 views
How to make a 2D Soft-body physics engine?
The definition of rigid body in Box2d is
A chunk of matter that is so strong
that the distance between any two bits
of matter on the chunk is completely
constant.
And this is exactly what ...
4
votes
1answer
419 views
Problem with impulses in my physics engine
I'm currently developing a small 3D impulse-based physic engine for a CS project. It uses GJK for collision detection and is kind of stable at the moment. Nevertheless, I'm not satisfied with my ...
2
votes
1answer
659 views
Converting 2D Physics to 3D
I'm new to game physics and I am trying to adapt a simple 2D ball simulation for a 3D simulation with the Java3D library. I have this problem:
Two things:
1) I noted down the values generated by the ...
3
votes
1answer
482 views
Havok physics with a wide range of object scales
So typically Havok works best with normal human sized objects with a gravity of 9.8m/s^2 and dealing with everything in meters.
In my Game though there will be a large variety of scales from ...
13
votes
1answer
1k views
Any fixed-point portable open-source 3D physics engines?
I'm looking for a fixed-point 3D physics engine (basic kynematics and collision detection-resolution... nothing too fancy.)
I need fixed-point math because I'd like to have deterministic results, for ...
1
vote
1answer
654 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 ...
2
votes
3answers
810 views
What's the best open source physics engine to use with JOGL?
I have a past with jbullet but the existing jogl compatible sources and demos seems uncompleted. I have managed to implement it to an extent but still looking for a better documented engine with more ...
3
votes
3answers
892 views
Optimizing Bullet and ODE Physics on consoles and mobile phones
I'd like to use either Bullet or ODE on low powered devices (mobile and consoles), but the frame rates are below the acceptable 25-30fps for simulations.
I've found that one articulated body by ...
