Software for simulating physics like collisions, forces, mass, joints, motion etc. Examples of physics engines are PhysX, Havok, Bullet and ODE.

learn more… | top users | synonyms

13
votes
4answers
590 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 ...
1
vote
3answers
878 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 ...
1
vote
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 ...
8
votes
2answers
1k 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
votes
1answer
246 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 ...
4
votes
3answers
3k 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
votes
1answer
222 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
votes
1answer
556 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.) ...
1
vote
2answers
689 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
votes
3answers
392 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 ...
-1
votes
1answer
547 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 ...
0
votes
2answers
255 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?
1
vote
1answer
181 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 ...
1
vote
1answer
535 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
votes
4answers
2k 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 ...
1
vote
2answers
580 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
votes
1answer
2k 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
334 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
2answers
1k views

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 ...
1
vote
0answers
451 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
986 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
votes
1answer
582 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
votes
1answer
967 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
votes
1answer
823 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
votes
1answer
553 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
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 ...
17
votes
7answers
16k 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 ...
3
votes
1answer
628 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
votes
1answer
908 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
votes
1answer
550 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
votes
1answer
728 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
votes
0answers
2k 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 ...
1
vote
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 ...
1
vote
1answer
750 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
votes
2answers
608 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 ...
6
votes
4answers
1k views

Is it possible to use the GPU on a mobile device to accelerate a particle physics engine?

I am interested in answers for any mobile device but I am mainly considering the iPhone and devices that run Java. I am developing a game that relies heavily on a particle physics engine for core ...
10
votes
2answers
4k views

Making a character move along a curved slope in a World with gravity

I have seen this game Fancy Pants 2 . And the thing I noticed apart from the physics and beautiful animations is that the character is moving along slopes , even curved slopes. I have little ...
3
votes
2answers
340 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
3k 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 ...
3
votes
3answers
1k 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 ...