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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9
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2answers
1k views

What is the best way to handle simultaneous collisions in a physics engine?

I'm writing a 2d physics engine in javascript so that I can learn more about physics in video games. I have it working correctly for rigid body collisions, except for if any body collides with two or ...
-2
votes
1answer
2k views

What is the MTV (Minimum Translation Vector) in SAT (Seperation of axis)?

What is the MTV (Minimum Translation Vector) in SAT (Seperation of axis)? and how can i use it? Im trying to create my first game, where a ball can hit a a static brick (rectangle). Now if a ball ...
1
vote
1answer
121 views

Why is the MaskBit maxed out

Hi there for some reason the maskbit of my b2FixtureDef is being maxxed out and im not sure why Here is the declaration of the items that are used in the game enum PhysicBits { PB_NONE = 0x0000, ...
0
votes
1answer
126 views

How to properly simulate object aproximation towards camera in 2D?

I'm trying to make some objects come towards the camera but it just doesn't feel right... you can check the progress here: http://testing.fyrastudio.com/lab/tweetOlympics/v0.005/ You run by ...
4
votes
2answers
1k views

How to achieve smooth gameplay in a physics based multiplayer game? (2d)

I'm using cocos2d 2.0 and Gamekit for networking. I've got a server/client model. It works over wifi (local) and bluetooth. (Xcode 4.3, Objective C) Basically, there's a ball and 2 or more players. ...
0
votes
1answer
440 views

How to implement the rag doll physics in OpenGL?

I'm wondering, having a human model made in blender, how can you make it so that at some point (when the human "dies") the body follows the rag doll physics in OpenGL? I tried looking for some ...
3
votes
4answers
3k views

2D Collision in Canvas - Balls Overlapping When Velocity is High

I am doing a simple experiment in canvas using Javascript in which some balls will be thrown on the screen with some initial velocity and then they will bounce on colliding with each other or with the ...
0
votes
3answers
735 views

Game Institute Math Courses

I'm 21 years old and I suck at math, I mean really bad. I don't have the necessary logic to apply it towards programming. I would like to learn the math and logic of applying it. I found Game ...
4
votes
1answer
318 views

How to synchronise the acceleration, velocity and position of the monsters on the server with the players?

I'm building an MMO using Node.js, and there are monsters roaming around. I can make them move around on the server using vector variables acceleration, velocity and position. acceleration = ...
2
votes
2answers
299 views

Physics from other games

I'm making a platform engine with XNA Game Studio, and I've solved almost everything about colliding stuff. But now, I'm searching for good physics for the player, I'm trying to emulate characters ...
0
votes
1answer
189 views

Will my game engine be compatible with physics engines?

My engine supports Scene handling, Cameras, and has a Renderer. Also, it has a class called Drawable, which has the position, the shape and the picture of an object. The picture property has width, ...
6
votes
2answers
521 views

Elliptical orbit modeling

I'm playing with orbits in a simple 2-d game where a ship flies around in space and is attracted to massive things. The ship's velocity is stored in a vector and acceleration is applied to it every ...
4
votes
3answers
1k views

Quaternion dfference + time --> angular velocity (gyroscope in physics library)

I am using Bullet Physic library to program some function, where I have difference between orientation from gyroscope given in quaternion and orientation of my object, and time between each frame in ...
2
votes
2answers
1k views

Simple 2D Flight Physics with Box2D

I'm trying to build a simple side scroller with an airplane being the player. As such, I want to build simple flight controls with simple but realistic-feeling physics. I'm making use of cocos2D and ...
1
vote
2answers
483 views

How to calculate continuous motion with angular velocity in 2d

I'm really new with physics. Maybe someone would be able to help me to solve the next problem: I need to calculate position of an agent on the plane(2D) in next time step where time step is large(20+ ...
2
votes
4answers
1k views

Should I used Box2D for a Flash platformer or use something for gaming like Fixel or Flashpunk?

I'm trying to make a platformer with Flash/AS3 and have been looking for something to help with some of the collision etc. I've look at a few engines and Box2D/WCK seems the most sophisticated. Do I ...
1
vote
1answer
507 views

Change density of the body dynamically

In my game, I want to change density of my body object when it collide with other objects. I found something like following to change density but further I could not able to find any hint for this. So ...
3
votes
1answer
1k views

Platformer Starter Kit - Collision Issues

I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision ...
0
votes
1answer
417 views

Calculating instantaneous speed and acceleration for a simple car software model

I am trying to model a speedometer and tachometer for a simple software model of a car dashboard. I want this to be relatively simple, so for my purposes I won't likely simulate variables such as drag ...
2
votes
1answer
273 views

Units of measurement in a tile world

I've started to make a 2D sidescroller, the camera and world rendering works as I expect, but now comes the physics part of world. What I need is that one tile in x or direction should correspond to ...
1
vote
1answer
367 views

From simple physics with a ball, to a more complicated shape

Hello fellow game devs and stack overflowers... I recently made a transition from OpenGL ES 1.1 to 2.0 (on Android via NDK) and things are going well so far. I'm working on doing a dice rolling ...
22
votes
2answers
12k views

How to make a character jump?

I am currently making a game in C# using Direct X 9.0. The game remake is Donkey Kong NES. I have nearly everything completed, but I am having problems with the physics of Mario's jump. I have ...
3
votes
1answer
226 views

Framerate control and physics engines?

I am reading this article on how to control the framerate and physics calculations. But in the game I am writing, I use a third party physics library and the only thing I do to update my physics is ...
2
votes
2answers
772 views

How to implement physics and AoE spells in an MMO game?

I'm making a game which will be completely centered around PVP battlegrounds and arenas. Think something like WoW, but with the RPG part removed. There will just be a lobby, where you can join a ...
-1
votes
0answers
67 views

ball 2d animation [duplicate]

Possible Duplicate: canvas ball physics animation I want to animate ball in html canvas like this. ctx.beginPath(); ctx.arc(75, 75, 10, 0, Math.PI*2, true); ctx.closePath(); ctx.fill(); ...
0
votes
1answer
452 views

Specific Physics Lessons and Reference for Game Development

What "Physics stuffs" should I learn in game developments? I'm reading about Verlet Integration, and I'm wondering what other lesson should I learn and if there are available resources can you please ...
1
vote
3answers
416 views

2D Physics in a networked game (iOS)?

I am researching the possibilities for a new iOS game. It's going to be a run-n-gun type platformer, and I'm looking into the possibility of co-op multiplayer. The game itself wouldn't be very ...
3
votes
0answers
205 views

How can I stop my Jitter physics meshes being offset? [closed]

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 ...
0
votes
1answer
558 views

what is the difference between CCSprite and a PhysicsSprite?

I am new to Cocos2D and I've realized that most of the codes written before the Cocos2d update used CCSprites. Recently I realized a lot of more recent codes after the update are using PhysicsSprite. ...
11
votes
6answers
3k views

Ball Physics : Smoothing the final bounces as the ball comes to rest

I've come against another issue in my little bouncing ball game. My ball is bouncing around fine except for the last moments when it is about to come to rest. The movement of the ball is smooth for ...
2
votes
1answer
1k views

Getting started using C# and Physics (Resources, Tutorials, Samples, etc.) [closed]

As an application developer, I plan on now getting started in game development so I have come along to this site. I am a proficient C# developer so I guess it makes sense to start game development in ...
3
votes
1answer
141 views

Smoothly move between bodies

I'm not sure if the title is correct (please comment if it is not). I have a sprite (rectangle body), and I'm applying force on it to make it move from left to right and then go backward. The platform ...
2
votes
3answers
728 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
votes
2answers
710 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
votes
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
297 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
votes
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
272 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
280 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
185 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
votes
2answers
229 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
413 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
votes
4answers
339 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
vote
0answers
81 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
581 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
325 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
380 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
618 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), ...