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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C++ FPS game collision detection with partitioning system or physics engine?

I'm working on a small FPS game (as a hobby and for learning purposes, nothing else) built with C++ in OpenGL (from scratch). Documenting online on the kind of strategy someone would approach with ...
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228 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 <= ...
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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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408 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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102 views

Chain Shape Collision

I am facing a new problem by using chain shape. The collision between two chain shape bodies doesn't happen as the collision between normal bodies. So is this normal behaviour or am i doing anything ...
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178 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 ...