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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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 ...
13
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3answers
2k 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
51 views

how to make virtual environment consistent in networked applications? [closed]

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 ...
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1answer
296 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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3answers
852 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 ...
7
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1answer
289 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 ...
6
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4answers
757 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
457 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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3answers
305 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
276 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
2k 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 ...
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3answers
692 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 ...
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1answer
5k 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 ...
3
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3answers
258 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
3k 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
357 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
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4answers
643 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 ...
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3answers
912 views

What's the best open source physics engine to use with JOGL? [closed]

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
1k 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 ...
9
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2answers
2k 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
250 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 ...
2
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1answer
260 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
636 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
839 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 ...
3
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3answers
404 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 ...
0
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1answer
563 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
257 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
199 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 ...
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1answer
627 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 ...
10
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4answers
3k views

How to build a bones animation engine?

I want to develop a flash game. It would draw a stick man, and edit his pose. I think what I need to learn are bones animation and physics engine. Can anyone introduce some good resources to learn ...
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2answers
625 views

Entity manager loop opinions

This days I'm refactoring code and one of the things I want to improve is my entity manager code. More precisely, the update funcion where entities are updated. My engine is a 2D tile based engine ...
4
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1answer
3k 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
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1answer
378 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 ...
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2answers
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Looking for the reference tutorials for the joints in the Box2D for iphone

I can't find the tutorials of joints class in the Box2D for iPhone. I am unable to run a Testbed for iPhone Box2D. (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if ...
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0answers
529 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
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1answer
1k 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 ...
2
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1answer
628 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 ...
3
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1answer
1k views

Cutting a body in box2d

After cocos2d, I'm looking at box2d... And I have some questions: I was wondering how to cut a body into pieces. How do I determine the intersection point of the body with the cut line? Create a ...
2
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1answer
922 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 ...
4
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1answer
598 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 ...
14
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1answer
2k 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 ...
17
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7answers
19k views

What are some known 2D/3D physics engines for XNA? [closed]

I'm looking for a physics engine to use in an XNA project (2D or 3D). Because it's for XNA, it needs to fulfill some requirements: Not necessarily free, but close to it is obviously preferred ...
4
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1answer
736 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 ...
4
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1answer
959 views

Realistic Trajectory of a Projectile

When simulating an airplane and a missile, to get them moving in the air we apply a force in one direction. Now an airplane has wings that keeps it afloat while a missile can have fins to stabilize ...
7
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1answer
612 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 ...
0
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1answer
812 views

Physic engine for snooker/billard game [duplicate]

Possible Duplicate: Is there an algorithm for a pool game? I think most billard/snooker games have a lot of problems with their physic engines. They are far away from realistic and you ...
2
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0answers
3k views

Good open source / free C/C++ engines/libraries [closed]

Since building a game is not about 2D anymore, I just want to build a list of the (not necessarily best, but good enough) open source software available to make games. I prefer to put emphasis on ...
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5answers
9k views

which is the best physics engine for flash as3? [closed]

i am a game programmer and i use actionscript to do all my collision checking, boundary checking etc...but recently i noticed there are things called "physics engines" that help me concentrate more on ...
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1answer
784 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 ...
3
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2answers
623 views

What other components would one have to combine with Ogre 3D render engine to make a full fledged custom game engine?

I have heard that Ogre 3D is not actually a game engine, rather it is a 3D render engine. I have also heard people claim that one can piece it together with other components (engines?) to create a ...