Software for simulating physics like collisions, forces, mass, joints, motion etc. Examples of physics engines are PhysX, Havok, Bullet and ODE.
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1answer
52 views
animating roulette ball
I'm trying to achieve something like netent's roulette (which is a great product in my opinion). It's going to be implemented in html5.
I wonder which path should I take to have such a great ...
1
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1answer
79 views
How to deal with pushing objects out of collision in a physics engine
I'm developing a 3D physics engine (I know, I should use one of the many good existing physics libraries, however my collision detection is optimised for objects with highly ordered highly complex ...
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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 ...
7
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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 ...
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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
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1answer
158 views
Bullet physics: how to make a soft body “static” (kind of)?
I'm fairly new to Bullet and started using it a week ago. I mainly played with rigid bodies and everything works as expected but now that I also need to add soft bodies into my simulation, things got ...
2
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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 ...
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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. ...
2
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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 ...
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2answers
110 views
Moving Sprite With Physics Frame
Normally, a physics frame in pink (see image below) gives the body for detecting hit signal. It usually either falls down or lifts up depending on the gravity orientation. The question is: Is it ...
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6answers
3k views
Do any open source JavaScript 3D physics engines exist? [closed]
I'm working on a web-based 3D FPS game using WebGL, HTML5 and JavaScript. It is supposed to target PCs and net-books with WebGL-enabled browsers installed.
I'm wondering if there's an existing open ...
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2answers
107 views
limiting jump forces to achieve a maximum jump height [duplicate]
A player and the world are modeled using a physics engine. Jumping is modeled by applying a vertical upward force to the player's physics body when the jump button is pressed.
The upward force is ...
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6answers
7k views
How do I build a 2D physics engine? [closed]
The most advanced games I've made are a 8-ball pool game made with the physics engine Box2dFlashAS3 and a platform game with levels.
When I did platform games, I've always wished to know how to make ...
12
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3answers
611 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 ...
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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 ...
0
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0answers
128 views
An “AABB Physics Engine” [closed]
I've been working on the physics for my 2D game and for the past two weeks it's been doing my head in. I wanted something a little more complicated than what you see in 2D platformers, but I wanted to ...
2
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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 ...
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0answers
32 views
ODE Crash when I declare dMass variable [closed]
I have a great problem with Open Dynamic Engine: when I declare dMass variable, my program crash in
geom = dCreateBox(phy->getSpace(), sideLength.x, sideLength.y, sideLength.z);
It too crash if ...
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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 <= ...
1
vote
1answer
130 views
What physics engine support force fields and bodies represented as points?
I need a game engine that supports force fields in 2d or 3d, but suitable for 2d calculations, like bullet.
Each body I want to simulate is represented as a set of points. Each point has positive ...
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vote
3answers
570 views
Need Guidance Making HTML5 Canvas Game Engine
So I have some free time this winter break and want to build a simple 2d HTML5 canvas game engine. Mostly a physics engine that will dictate the way objects move and interact(collisions, etc). I made ...
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
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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 ...
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1answer
249 views
How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)
Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based ...
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0answers
104 views
3D physics engine for accurate collision handling on desktop/laptop computers (non-console) [closed]
What are your suggestions for a physics engine that satisfies the following criteria?
Capable of calculating collisions between multiple concave mesh-based colliders
Handles many collisions going ...
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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 ...
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1answer
183 views
How to implement physical effect, perspective effect on Android
I'm researching about 2D game for Android to implement an Android Game Project. My project looks nearly like PaperToss. Instance of throwing a page, my game will throw a coin. Suppose that I have a ...
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3answers
1k views
Advice needed for a physics engine
I've recently started a project, building a physics engine.
I was hoping you could give me some advice related to some documentation and/or best technologies for this.
First of all, I've seen that ...
3
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3answers
229 views
Semi Fixed-timestep ported to javascript
In Gaffer's "Fix Your Timestep!" article, the author explains how to free your physics' loop from the paint one.
Here is the final code, written in C:
double t = 0.0;
const double dt = 0.01;
double ...
0
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1answer
3k views
3D open source physics engine suitable for mobile platforms (Android and iOS)
I have made some research and found that bullet, ode, newton and some others are open source physics engines that should be portable enough (but I have never tried to comile/use anyone of them on ...
0
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1answer
379 views
How to achieve highly accurate car physics such as Liveforspeed?
Liveforspeed is a racing simulator, there is amazing amount of realistic physics. for example, tires get warm, tire actually deforms when you turn corners. You need to play this game with a mouse at ...
3
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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
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2answers
946 views
What's the difference between a Game Engine and a Physics Engine?
What's the difference between a Game Engine and a Physics Engine? How do they work together, and what's the meeting point between them?
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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 ...
13
votes
4answers
465 views
How should I handle tiny objects in a physics engine?
I am making a 3D physics engine for throwing dice. Up until now a dice has been 1x1x1m and gravity has been 9.82 m/s^2. This of course does not look realistic as the dice will respond to everything in ...
2
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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 ...
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1answer
668 views
AndEngine Physics: Shape rotating but not updating physics effects
I was looking at PhysicsExample from AndEngine's Examples. I made the following change that I added a vertical line shape and created a fixture for it. Then I registered a rotation modifier for that ...
7
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2answers
782 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 ...
2
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1answer
233 views
JiglibX addition to existing project questions
Got a very simple existing project, that basically contains a lot of cubes. Now I am wanting to add a physics system to it and JiglibX seemed like the simplest one with some tutorials out there.
My ...
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3answers
1k views
How can I make my main character move in a parabolic arc when jumping?
I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics ...
2
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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) ...
3
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1answer
382 views
Design patterns in Game Physics
In the frames of a number crunching compatible programming language (say.. C++), what would be an elegant solution for adding self collision, external collision and integration step (Euler, etc.) ...
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2answers
388 views
What is a “solver” in a physics engine?
I am self-taught and have successfully coded simple collisions of planes, spheres, rays and up until interactive cloth simulations so I do have some basic sense of which part of the physics goes where ...
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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 ...
7
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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 ...
3
votes
3answers
351 views
Why does a physics engine produce different results each run through?
There are no random numbers in the engine and everything is calculated the same way. How can it happen differently each time?
This is on my own small physics engine that I made earlier that is ...
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1answer
481 views
Want to develop my own primitive physics engine, don't know how to start with its high-level architecture. Suggestions? [closed]
Few years ago I tried to make a simple 3D game - billiards. Completed like 50%, stuck with physics. Basically, I only need to calculate balls rolling over flat surface, but it would be nice to make ...
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2answers
224 views
Game with static scene and bouncing balls. How to?
How to make a game with a static scene and balls that can bounce on it? What is used for this, generally? Physics engines? Even if this is a simplistic example?
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1answer
148 views
How to pin a body in case of collision in Box2D or Farseer?
I'm trying to get an understanding for the Box2D/Farseer physics engine by implementing a small air hockey simulation.
There, I have the problem that the CPU player attacks the puck, kicks it, but ...
3
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1answer
3k views
How do I integrate bullet physics into my game?
I downloaded the release file found here, but I'm just not sure where to start. In my game I have a number of oblongs and a sphere, I want all of these to collide with one another. (They all have ...


