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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Bullet Physics: Difference between Motion State and World Transform

In Bullet Physics, when I create a new btRigidBody, one of the parameters passed to the constructor is the btMotionState, which defines the initial pose of the body. However, if I then later want to ...
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Applying angular velocity to quaternion

I am reading Game Physics Engine Development by Ian Millington currently. In his book, he represent an orientation of rigid body by quaternion. I don't understand the formula where he apply angular ...
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Collision between a sphere and a mesh(height-map)

I am trying to implement a method that detects the collision between a sphere and a mesh and reflects the vector of speed. I have a method, that detects a collision between a sphere and a triangle and ...
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Cloth effect to boned model for XNA

I'm currently working in virtual dressing project using kinect. I'm using a dress model with bone created in blender and added that to xna, placed on the customer and controlled the product movements ...
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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 <= ...
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44 views

2D Platform physics system with deltaTime

I'm implementing my physics handler in my own 2D "Platform" game. My main problem is that when the timestep ( deltaTime ) changes, maybe to some tiny lag spike or something like that, the running ...
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p2.js physics engine behavior on Heightfield

I am writing a small game consisting of a 'ragdoll' character riding a skateboard. I have created a 'skateboard park' with some ramps and a jump. I am using a 'heightfield' object as the ground. ...
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Where are the parameters to APEX destructible asset / actor documented?

The NxDestructibleAsset has parameters such as defaultBehaviorGroup.damageToRadius destructibleParameters.fractureImpulseScale p3BodyDescTemplate.density structureSettings.useStressSolver ...
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Storing rigid body collision shapes in local or world coordinates

I'm writing the beginnings of a lightweight 2d rigid body engine (in javascript, as a hobby project), and i'm debating whether to store collision shapes in local or in (updated as needed) world ...
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Mobs living in the physics engine

So, yeah. Mobs (including, and indeed especially, the player), physics engine running (cannon.js), first-person perspective, fairly low-poly-count world because I'm targeting WebGL. I'm trying to ...
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583 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 ...
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Bullet Physics: Applying a force at the point of collision

Suppose I want to simulate some kind of gripper with two "fingers" (such as pair of pliers, or two-fingered robot hand), picking up an object from the ground. Both the gripper and the object are ...
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scaling ccsprite and ccphysicsbody

The player which is scaled down (after few seconds as game progresses) but its associate body is not being scaled down. I have create a Player object with SpriteBuilder with following details:\ ...
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Endless sidescrolling skating spritekit game

I am developing an endless side scrolling game in spritekit. For parallax background scroll : - (void) update:(NSTimeInterval)currentTime { [self.children enumerateObjectsUsingBlock:^(SKNode * ...
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Cocos2d-x 3.7 PhysicsBody velocity issue

i have a Sprite with physicsBody,and fixed velocity,the problem is the sprite is not renderd smoothly with the mouvement,it's look like zigzaging forward and backward with a tiny fixed offset,but keep ...
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40 views

Which Box2D-like physics engine parameters need pixel conversion?

The official guide does not have any useful details on the matter: http://www.box2d.org/manual.html Position is an obvious one. What about velocity? Density? Anything else? Update: the context is ...
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How to calculate multiple collision of sphere and triangles?

I have a sphere and a mesh(triangles). When the sphere intersects the triangle, I reflects the vector of speed and everything works fine. But I can't write a good implementation for multiple ...
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90 views

Calculation technique for 2D inertia tensors?

Just wondering what the techniques are out there. It's only 2D so I figured there'd be a good chance for there to be a "one size fits all" solution out there that's essentially an analytical solution. ...