Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.
1
vote
4answers
3k views
box2d and constant movement
i'm developing a game with a top down view, the players body is a circle. To move the character you need to tap on the screen and it moves to the spot.
To achieve this i'm saving the coordinate of ...
3
votes
3answers
511 views
How to move a sprite automatically using a physicsHandler in Andengine?
I use a DigitalOnScreenControl (knob with a four-directional arrow control) to move the entity and the entity which is bound to a physicsHandler.
physicsHandler.setEntity(sprite);
...
5
votes
2answers
190 views
Calculating impulse propagation through a rigid body after a collision
I'm working on a game. I need to work out what the impulse is at different points on a body as a result of a collision.
For example, in the following diagram, if there is a collision that results in ...
0
votes
2answers
184 views
Drag and Drop in Construct2
I am new to game development just now begin to make some games with Construct-2. And I tried to make drag and drop function like Plant vs Zombies, Empire vs orcs....
Here is my sample file.
If I ...
2
votes
1answer
96 views
Separation algorithm in flock simulation?
I'm using box2d (the c++ one).
I found a method for an arriving behavior (on http://www.red3d.com/cwr/steer/gdc99/ ), which works well, problem is, the bodies are bumping into each other and it ...
2
votes
1answer
124 views
2D Particle Physics
I am wanting to write small Particle and ParticleEmitter Classes for a HTML5 Canvas Game (Though, just discussing it in pseudo code is fine)
I am not great, at all, at Physics, and I don't want to ...
1
vote
1answer
142 views
Understanding Box2d Restitution & Bouncing
I'm currently trying to implement basketball bouncing into my game using Box2d (jBox2d technically), but I'm a bit confused about restitution.
While trying to create the ball in the testbed first, ...
0
votes
1answer
47 views
Implementing Frame of reference for physics calculations
How would I alter physical calculations to account for frame of reference of a physical body?
Currently I have a world that is a collection of rigid body objects that act on each other. There is no ...
0
votes
1answer
118 views
Is there a “box2d without physics” lib (only for collision detection)?
Box2d Collision detection algorithms are probably the best ones out there. Unfortunately, they are bundled together with a realistic physics engine that I don't need.
Is there an open source project ...
0
votes
1answer
110 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 ...
0
votes
1answer
136 views
Calculating an orbit and approach velocties
I have drones in my game that need to approach and orbit a node and shoot at it. Problem is I want to stay away from a real physics simulation, meaning I don't want to give the node and drone a mass ...
-1
votes
1answer
137 views
forward motion car physics - gradual slow
Im having trouble creating realistic car movements in xna 4.
Right now i have a car going forward and hitting a terminal velocity which is fine but when i release the up key i need to the car to slow ...
-2
votes
1answer
246 views
How can I create a curved path for a ball?
I am creating a soccer game. Now I want to shoot the ball and create an after-effect resulting in a curved path. I tried several things, but nothing seems to work.
I am using a 3D tool, but the ...
4
votes
0answers
255 views
Weird problem with advect program in fluid simulator
I implemented 2d fluid simulator. Solver runs entirely on GPU. All works fine... on my work PC. But on home PC I have some awful glitches, and I can`t understand how to fix them. Empirically I ...
3
votes
0answers
35 views
Is it possible to get the colliding sides using the separating axis theorem?
The title says it all, is it even possible to get the colliding sides?
I'm checking for collisions between two OABBs, which works fine using SAT. Now I want to set the moving object's velocity to the ...
2
votes
0answers
136 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 ...
2
votes
0answers
224 views
Nape physics - Moving a body
Hey I'm currently getting started with physics engines and I set up a body (box shaped) which represents my character.
Question: Which methods can I use to move a Nape.Body aka my char?
I tried so ...
2
votes
0answers
143 views
How can I stop my Jitter physics meshes being offset?
I'm developing a C# game engine and have hit a snag trying to add physics. I'm using XNA for graphics and Jitter for physics. I am trying to split the XNA model into it's meshes, then create a ...
1
vote
0answers
220 views
physics of 2D car racing game with heightmap
I want to develop a simple car racing game where the road is defined by a heightmap. It looks basically like this:
The player can use throttle and brake to control the car.
I'm wondering what the ...
1
vote
0answers
40 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 ...
1
vote
0answers
150 views
How do I implement a physics gun?
I'm currently trying to implement a physics gun for my game. What I want is for the entity to stay in the same position on the screen no matter how I wiggle the camera about, what is the correct way ...
1
vote
0answers
78 views
Collision shape and Model problem
I used BEPUphysics for my XNA 4.0 game , the problem is that I load my model.fbx from into the game then add it to the space of physics engine , but when I change the scaling matrix of my Model then ...
1
vote
0answers
157 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
0answers
114 views
Updating physics for animated models
For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter)
The problem is that the update process for the animated models takes too long.
Thats what I do:
Each ...
1
vote
0answers
243 views
Need help with objects moving toward the player
I am making a 2D game with simple "gravity": everything is just pulled toward 0,0. The speed at which they accelerate towards it is GravityAcceleration up to MaxGSpeed.
I also want the player to be ...
1
vote
0answers
64 views
What is the most effective way to create a set of collision points for an aribitrary mesh?
In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...
1
vote
0answers
156 views
Getting whole world velocity using bullet physics
I would like to make some action when all objects in dynamic world have 0 velocity.
I was trying to iterate on all of them all the time and when some counter is equal to function ...
1
vote
0answers
326 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 ...
0
votes
0answers
7 views
Farseer: Difficulties with ContactListener
How can I register the ContactListener in XNA? In the box2d manual is written:
9.4 Contact Listener
...
At run-time you can create an instance of the listener and register it with ...
0
votes
0answers
22 views
Mixing kinematics and dynamics in ODE
I am trying to do some animations on characters with a variety of body plans. I am trying to make a system that uses IK for moving end effector positions (some of the time), and use the actual ...
0
votes
0answers
33 views
after I translate a model in relation to another and I rotate it both models change
I am trying to translate the world model but when I rotate the world model it rotates about its origin, the origin that I moved in relation to the model that the viewport is supposed to follow.
...
0
votes
0answers
82 views
Calculating the acceleration of a car
I'm trying to calculate the maximum acceleration a car can achieve with the current gear ratio. I am ignoring drag forces and friction to keep it simple.
I'm doing this by:
calculating the torque ...
0
votes
0answers
135 views
Unrealscript: Switching physic states of actors - what do I need to know?
I'm a complete beginner to UDK who's been doing two months of reading now. I'm working on a project with UDK and here's the deal.
I've two controllers, one player and one AI, which are both meant to ...
0
votes
0answers
210 views
Unity3D: collider performances on mobile iOS devices
I'm experimenting with Unity3D and colliders. Unfortunately I still don't have Unity Pro version and I can't use the profiler.
Consider the following situation:
mobile devices (ios, iphone 3GS).
an ...
0
votes
0answers
186 views
Unity3d Gravity script issues
I'm try this script out
http://wiki.unity3d.com/index.php/Gravity
and I'm having some issues with it (it seemed to work when I tried it with an old version of unity)
the first issue is of ...
0
votes
0answers
106 views
Simulating smooth movement along a line after calculating a collision containing a restitution of zero in 2D
[for tl;dr see after listing]
//...Code to determine shapes types involved in collision here...
//...Rectangle-Line collision detected.
...
0
votes
0answers
158 views
Artificial Gravity - Rolling Ball Physics
How could I make a program that simulates the physics of a ball?
I want it to be so that if i have a ball and place it on top of a ramp it will roll down that ramp. How might this be accomplished?
0
votes
0answers
110 views
Rendering light rays that intersect the viewport but have off-screen sources (XNA)
I am creating a very simple 2D navigation app in XNA. The grid/world starts at (1,1) and carries on to infinity in the East and South directions. The view-port shows the world without any scaling ...
0
votes
0answers
55 views
limiting a sprites movement after a mouseJoint is released
I have created a weldJoint between two sprites and I also created a method (spritePositionRelease) that returns the exact position of a sprite when a mouseJoint is released. I want to track the ...
0
votes
0answers
132 views
Farseer non-colliding bodies affect eachother
I'm trying to use Farseer to make a tile engine, but bodies that are not colliding with a sprite are still having an effect on it.
In this image there is a single sprite(the green box) and a single ...
0
votes
0answers
219 views
Real time collision detection book?
I've heard that the book Real-Time Collision Detection is not for beginners and that I have to know algorithms, be strong in math and know some computational geometry.
Are there any recommended books ...
0
votes
0answers
61 views
Creating a contact listener with sprites from different classes
I've been trying to set a contact listener that creates a joint on contact between two sprites which have their own classes. Both sprites are inheriting from NSObject and they are initialized in their ...
0
votes
0answers
137 views
Schedule update problem
This might sound pretty straightforward. I've created a method and I've called it as below in the init method.
[self createNewSpr:ccp(s.width * 0.25,s.height-200)];
[self createNewSpr:ccp(s.width * ...
0
votes
0answers
238 views
How do I properly use multithreading with Nvidia PhysX?
I'm having a multithreading problem with Nvidia PhysX.
the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults() (waits 'till the ...
0
votes
0answers
2k views
LibGDX Box2D Body and Sprite AND DebugRenderer out of sync
I am having a couple issues with Box2D bodies. I have a GameObject holding a Sprite and Body. I use a ShapeRenderer to draw an outline of the Body's and Sprite's bounding boxes. I also added a ...
0
votes
0answers
825 views
Multiple spawned objects on collision - Corona SDK
Please help! I'm trying to spawn 5 balls one by one from the sky and have them disappear as soon as they hit the ground or when they hit another user-controlled object that's on the ground. The good ...
-1
votes
0answers
45 views
How to move a PhysicsSprite
I'm trying to move a PhysicsSprite from left to right based on where the user clicked.
I understand that a simple Sprite can be moved by MoveTo functions but what is a way to move a PhysicsSprite? ...

