Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.

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2
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3answers
713 views

RTS engine tick rate

I've seen some varying tick rates used for RTS engines. Supreme Commander ran at a super-low 10 ticks per second. Is this normal for RTS engines, or do they normally have a higher tick rate?
0
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2answers
677 views

How to compute acceleration by using Kinect device joint positions

I have an application which uses the Microsoft Kinect camera device. At each point I can obtain the position of my hand in the 3 Dimensional space ( X - Y - Z ) and I want to compute acceleration of ...
0
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1answer
2k views

GameObject and Components

I am creating a relatively simple game engine in C++ and Qt. I am using Irrlicht for graphics, and as of now, I will not be using any physics or audio libraries. For time's sake, I am using ...
1
vote
0answers
290 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 ...
0
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2answers
5k views

Best physics engine for OpenGL ES (different implementations)? [closed]

Can you recommend a good physics engine which is easily portable between WebGL and other OpenGL ES implementations like in Android and iPhone? I don't want a game engine. Only the physics part.
3
votes
1answer
268 views

What are the advantages of having a real time based physics? [duplicate]

Possible Duplicate: Fixed time step vs Variable time step Now just let me clarify what I mean by "real time based physics", which I will call RTBP from now on. Well, basically, it implies ...
8
votes
3answers
2k views

Calculation of Inertia Tensors

Bit of a complex and lengthy question that, I'll admit, I don't quite understand very well yet so I will try and explain as best as I can. Short Version: Is there a general c++/physx formula out ...
2
votes
2answers
271 views

Pathfollowing with acceleration - centripetal force

I'm implementing A* waypoint pathfinding with some twists. One of the problems I'm encountering is because I do not change velocities of the agents directly but rather I do so through forces. Which ...
5
votes
1answer
184 views

What is a simple deformer in which vertices deform linearly with control points?

In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the ...
0
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2answers
225 views

Unsure how to move a unit to a point

I've got a unit and a series of points in 3D space which approximate the path it's been given. However, I'm not sure where to go from there. The unit has certain physical constraints, like, it can ...
6
votes
1answer
409 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 ...
0
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4answers
331 views

Why is it that there are invalid “dt” values in physics simulations?

I'm utilising some of NeHe's spring code, and after getting some pretty weird results I eventually realised the source of my error - my "dt" value in my Update function; the value that everything is ...
1
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0answers
80 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 ...
7
votes
1answer
550 views

Differential programming for a vehicle

I am to a point on my vehicle where, when im going fast and turning, the vehicle acts weird because the inside tires are moving faster than the outside tires. So i need to figure out how to program in ...
0
votes
2answers
320 views

Animating a jellyfish hardcoding?

I have drew a hemi-sphere by myself, and would like to do basic jellyfish animation by animating the vertices of the hemi-sphere. I tried a lot of experiments but it seems I'm doing it wrong. I need ...
2
votes
3answers
1k views

How will the velocities of two moving objects change once they collide?

I'm making a small game where things can fly around and collide. Things like boxes and so on. For each object, I have an array of all forces acting upon it, I have it's mass, it's position and it's ...
3
votes
2answers
368 views

Playing a sound on collision?

I'm making a pool game. I've separated the gameplay logic and the physics into two systems, entities and physics. Each entity holds a reference to a body which the physics system uses. The body itself ...
1
vote
1answer
605 views

Box2D platformer movement. Should i mess with velocity?

I have a platformer game in which I implemented the movement using a wheel attached to the hero. For jumping I use this: player.body.applyLinearImpulse(new Vec2(0, 30000000), ...
9
votes
1answer
164 views

What would be a good filter to create 'magnetic deformers' from a depth map?

In my project, I am creating a system for deforming a highly detailed mesh (clothing) so that it 'fits' a convex mesh. To do this I use depth maps of the item and the 'hull' to determine at what point ...
4
votes
5answers
1k views

Is knowing physics necessary for game development?

Is knowledge of physics necessary to design quality games? How important is it? Be realistic and explain a few novice examples of how's mandatory. What kind of physics is necessary, ...
4
votes
1answer
339 views

BEPUphysics collision with generated terrain?

I've got randomly generated terrain which is stored in a indices and vertex buffer. How do I go about using this for collision in BEPU? It seems I can do it with a Mesh but it would be a waste to ...
2
votes
1answer
262 views

Free physics library?

What are some good recommendations? I have a vertex buffer and indices and I want to be able to detect collision between it and a bounding box or another object.
3
votes
1answer
288 views

Architecture of an action multiplayer game from scratch

Not sure whether it's a good place to ask (do point me to a better one if it's not), but since what we're developing is a game - here it goes. So this is a "real-time" action multiplayer game. I have ...
0
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0answers
367 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 ...
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vote
1answer
1k views

JBox2D applyLinearImpulse doesn't work

So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); ...
7
votes
3answers
2k views

Finding the contact point with SAT

The Separating Axis Theorem (SAT) makes it simple to determine the Minimum Translation Vector, i.e., the shortest vector that can separate two colliding objects. However, what I need is the vector ...
2
votes
1answer
160 views

Newton Game Dynamics: Making an object not affect another object

I'm going to be using Newton in my networked action game with Mogre. There will be two "types" of physics object: global and local. Global objects will be kept in sync for everybody; these include ...
0
votes
1answer
231 views

I am looking to make a spaceship tilt as it corners but I cant get it to return

I am using the TL game engine I am not allowed to use a physics engine but I need to make the spaceship lean as it corners, I can make it lean but cannot make it return to its starting position. I ...
0
votes
1answer
232 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 ...
2
votes
3answers
1k views

How to make a ball fall faster on a ramp?

So, I'm making a ball game. Where you pick up the ball, drop it on a ramp, and it flies off in to blocks. The only problem right now is it falls at a normal speed, then lightly falls off, not nearly ...
2
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0answers
253 views

Independent HTML5 Physics Game: Any Feedback? [closed]

I've been independently developing a physics-based HTML5 game. I haven't used any libraries or engines; all the code, including the physics, is my own. It is free for a while on the Chrome Web Store ...
2
votes
2answers
2k views

How do I convert matrices intended for OpenGL to be compatible for DirectX?

I have finished working through the book "Game Physics Engine Development 2nd Ed" by Millington, and have got it working, but I want to adapt it to work with DirectX. I understand that D3D9+ has the ...
2
votes
1answer
573 views

Getting a sphere to roll down a .FBX object Unity3D/C#

I'm working on a little ramp and ball game in Unity, I modeled the ramp outside Unity and exported it to a .FBX file, then I imported the ramp in to Unity. I set up the ball and ramp, both have ...
1
vote
1answer
4k 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 ...
13
votes
2answers
3k views

In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player ...
2
votes
2answers
578 views

Is there a standard way to store 3D meshes to easily communicate between libraries?

In a 3D game lots of different systems need to know about geometry data, however the only way they seem to be able to agree to on in representing it by an array of triangles. Can anyone recommend a ...
5
votes
1answer
3k views

Box2D Difference Between WorldCenter and Position

So this problem has been brothering for a couple of days now. First off, what is the difference between say Body.getWorldCenter() and Body.getPosition(). I heard that WorldCenter might have to do ...
3
votes
1answer
1k views

Resultant Vector Algorithm for 2D Collisions

I am making a Pong based game where a puck hits a paddle and bounces off. Both the puck and the paddles are Circles. I came up with an algorithm to calculate the resultant vector of the puck once it ...
1
vote
2answers
333 views

Dynamic body implementation

I am writing a 2D game where one of the characters has some very particular requirements. This character is a body with no particular shape (similar to a fluid, but not so much), it has to be able to ...
4
votes
1answer
720 views

How to make an object fly out of a slingshot?

At the moment I'm improvising a slingshot, the user can click and drag the projectile and let go. The force on the object is calculated by getting the distance between the vector of the slingshots two ...
3
votes
2answers
2k views

Easiest Way To Implement “Slow Motion” and variable game speed in XNA?

I have an XNA 4.0 game that I want to be able to switch into slow motion and back again to full speed every now and then. So if you kill an enemy the game switches into slow motion as they explode ...
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
2answers
364 views

Automatic weapon recoil with that “Counter Strike”-feel

How would you do it? I already found this function for an impulse (helped by math.SE). It works for single shots, but not for automatic weapons. Any ideas?
1
vote
1answer
152 views

Anybody remember this webpage? [closed]

I remember visiting a webpage some time ago (1 year ago maybe) It contained many java applets, describing how certain mathematical functions like sin, cos, arcsin, exp would make an object move, with ...
3
votes
1answer
542 views

Making particle bounce off a line with friction

So I'm making a game and I need a particle to bounce off a line. I've got this so far: public static Vector2f Reflect(this Vector2f vec, Vector2f axis) //vec is velocity { Vector2f result ...
16
votes
2answers
4k views

Why is RK4 better than Euler integration?

At the end of these great slides, the author compares all the different integrators presented. One way or another, they all fall short except for Improved Euler Integration and Runge Kutta 4 ...
7
votes
4answers
1k views

Server-side physic simulations with hundreds of players

I’m currently working on a singleplayer physics-orientated game where I would like the physics to be simulated server-side. This because the game will have leadersboards, persistant player ...
3
votes
3answers
4k views

Collision detection in 3D space

I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the ...
0
votes
2answers
675 views

Calculate impulse need on object to throw i Y meters into the air, with varying mass

Say I have an object that has a variable mass. Now I want to apply a vertical impulse (straight up into the air) onto the object, so it always flies up to the same height. How do I calculate this? So ...
2
votes
2answers
664 views

How do I handle walking up and down bridges at any angle?

I'm currently trying to create a 2D platformer puzzle game like Mario vs. Donkey Kong: Mini-land Mayhem! within Flash. My issues reside in the bridge collision with the walking AI. The game allows ...