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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3
votes
2answers
214 views

What is a fair latency, to cut off game connection at?

I'm currently coding a realtime game. I'm doing alot of technical operations with the physics world (resimulations of old world states etc.) to prevent game lag. I save the world state every physics ...
6
votes
1answer
1k views

Character bouncing off ground due to gravity

Implementing gravity in the game, the character keeps bouncing up and down slightly when he hits the ground, upon debugging the character is essentially bouncing on and off the ground. Not quite sure ...
4
votes
5answers
6k views

Box2D physics editor for complex bodies [closed]

Is there any editor out there that would allow me to define complex entities, with joins connecting their multiple bodies, instead of regular single body entities? For example, an editor that would ...
11
votes
1answer
2k views

Should I write my own physics engine, because of networking integration?

I'm currently developing a top down, realtime, zombie shooter. I'm coding this in Java, using JBox2D as my physics engine. I have been coding the networking this week, and am now up to the physics ...
8
votes
3answers
2k views

How do you do AI path following within a 2d physics engine like farseer/box2d?

I'm in the process of moving a 2d top down game I've been working on into a proper rigid body physics engine like Farseer. Up until now, I had just hacked together my own physics code where needed. ...
4
votes
1answer
2k views

Non axis aligned bounding box collision and physics

Exactly how much more expensive, and while we're at it, difficult, is it to have non-axis aligned bounding boxes in your framework? I realise that it very much depends on what you're trying to do, so ...
5
votes
1answer
1k views

How do engines like Unreal relate to OpenGL or D3D?

Well I'm completely completely new to computer graphics and even more to game development. I am searching info and all that stuff to have the basics quickly. But there's a big question mark in my ...
4
votes
1answer
688 views

Heightmap Physics Optimization/Improvement

I'm working on implementing the physics surrounding a player walking on a heightmap. A heightmap is a grid of points which are evenly spaced on the x and z axes, with varying heights. The physical ...
0
votes
2answers
532 views

Ways to define a curve

I'm trying to give shapes in my physics engine roundness/ curvature. I am aware of various methods for mathematically defining curves; such as bezier-cruves, ellipses, etc. However I am not sure ...
3
votes
2answers
1k views

Jumping Vs. Gravity

Hi i'm working on my first XNA 2D game and I have a little problem. If I jump, my sprite jumps but does not fall down. And I also have another problem, the user can hold spacebar to jump as high as he ...
7
votes
2answers
1k views

How can I factor momentum into my space sim?

I am trying my hand at creating a simple 2d physics engine right now, and I'm running into some problems figuring out how to incorporate momentum into movement of a spaceship. If I am moving in a ...
2
votes
2answers
656 views

Physics in carrom like game using cocos2d + Box2D

I am working on carrom like game using cocos2d + Box2D. I set world gravity(0,0), want gravity in z-axis. I set following values for coin and striker body: Coin body (circle with radius - ...
3
votes
3answers
368 views

Collision filtering techniques

I was wondering what efficient techniques are out there for mapping collision filtering between various bodies, sub-bodies, and so forth. I'm working on a physics engine and I need ways for a user to ...
1
vote
2answers
581 views

Axis-Aligned Bounding Boxes vs Bounding Ellipse

Why is it that most, if not all collision detection algorithms today require each body to have an AABB for the use in the broad phase only? It seems to me like simply placing a circle at the body's ...
10
votes
2answers
1k views

Continuous Physics Engine's Collision Detection Techniques

I'm working on a purely continuous physics engine, and I need to choose algorithms for broad and narrow phase collision detection. "Purely continuous" means I never do intersection tests, but instead ...
1
vote
1answer
737 views

Game Physics With RK4 Implementation For A 2D Platformer

I been reading about RK4 for physics implementation in a game, so I read in some pages and all people recommend me this page: http://gafferongames.com/game-physics/fix-your-timestep/ This page shows ...
2
votes
2answers
330 views

Trying to simulate a cannon ball

I'm writing a game, and I need to simulate a the path of a cannon ball. I imagine I would have the initial velocity vector, and a vector for gravity. Is there a good tutorial on how to do this? (maybe ...
1
vote
8answers
1k views

Why do people like `realistic' physics and graphics in games?

If games are all about fun, then why do people tend to like realistic physics and graphics are good for games? Can you cite your source?
1
vote
3answers
980 views

How do you stop OgreBullet Capsule from falling over?

I've just started implementing bullet into my Ogre project. I followed the install instructions here: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1 And the rest if the tutorial here: ...
2
votes
3answers
901 views

Coarse Collision Detection in highly dynamic environment

I'm currently working a 3D space game with A LOT of dynamic objects that are all moving (there is pretty much no static environment). I have the collision detection and resolution working just fine, ...
9
votes
1answer
368 views

Deforming surfaces

I try to accomplish an deforming physic behaviour for levelsurfaces, but don't get an idea how to start with the implemenation so far. Regardless of the shape from the surface (planes, cubes, ...
4
votes
1answer
711 views

RK4 Bouncing a Ball

I am trying to wrap my head around RK4. I decided to do the most basic 'ball with gravity that bounces' simulation. I have implemented the following integrator given Glenn Fiedler's tutorial: /// ...
2
votes
5answers
1k views

Simulating water droplets on a window

How do I simulate water droplets realistically falling, gathering, and flowing down a window? For example, see http://www.youtube.com/watch?v=4jaGyv0KRPw. In particular, I want to simulate how smaller ...
10
votes
4answers
2k views

How do fluid dynamics work?

How would I go about implementing fluid dynamics in a game, such as can be seen in this video?
0
votes
1answer
324 views

physics model simulation

I am building a game for which I want to simulate certain rigid body dynamics.Could someone suggest me some engines which work on Ubuntu.Also as I have dont have much time to implement it,so it would ...
0
votes
1answer
114 views

Is there a 3D animation tool that meets these requirements?

I'm searching a 3D physics / transforms animation editor. It should be able to import 3D meshes from OBJ or FBX, then it should be able to animate transforms. I need such a tool for my 3D games, where ...
4
votes
3answers
502 views

How can I model the physics of an air blower?

I want to model simple lottery machine, it has got a bottom blower. Do you know how can I get force applied to object above blower by air from blower, or equations to model this behavior? Red ...
3
votes
1answer
656 views

What is a CPU-efficient cloth simulation technique for a 2D game?

Are there techniques for simulation of cloth and hair in an efficient (in other words, not too CPU-intensive) manner? I only need to calculate the key points as the drawing will be done in 2D.
3
votes
2answers
509 views

How to achieve realistic fake physics?

In my opinion, games that are most entertaining to watch and play implement fake physics, the difficult issue is how to implement the fake physics and still allow it to appear realistic. Most popular ...
6
votes
3answers
2k views

Is there a good existing starting point for realistic 2d racing car physics?

I'm trying to get a realistic behaving racing car into my 2d top-down game. Making a very simple car that drives around is straight forward but I want a reasonably sophisticated model that models ...
5
votes
5answers
930 views

Glass shatter simulation

I need to make a simulation with stone thrown on the glass window. Could you please help me choose the tools to make it quickest and easiest? And maybe some tips how to do it :). I mean, I was ...
1
vote
1answer
123 views

How should I update vectors, et cetera, in a time-based fashion?

I'm trying to write something I believe is straightforward but wanted to check that I'm doing it right. All I want is to update the position of a 2D sprite based an acceleration and velocity. I'm ...
1
vote
0answers
437 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 ...
4
votes
3answers
753 views

Problem representing torque as a quaternion

Euler angles are much more intuitive to me than quaternions for representing 3-dimensional rotations. In fact, I barely understand quaternions at all. I use quaternions for rotation because people ...
5
votes
2answers
2k views

Physics or Time-Based Animation In Corona SDK (iOS) Using Box2D

I am part way through creating a Doodle Jump clone for iOS using Corona SDK. I'm currently using the physics engine (box 2D). It's not a straight clone, but I need the basic principles in place to ...
10
votes
1answer
746 views

How does pixeljunk shooter simulate its liquids?

I am really impressed by the liquids in pixeljunk shooter. I would love to know how they do it.
2
votes
1answer
1k views

2D physics performance on iPhone/Android using Unity 3D?

I've been looking into making 2D games with Unity. One thing which concerns me is the performance of the physics engine. Since Unity is a 3D game engine I'm going to have to assume it uses a 3D ...
17
votes
4answers
3k views

How to deal with corner collisions in 2D?

I'm writing a top down 2d XNA game. Since its my first I'm trying to write the physics and collision stuff myself to learn it. Whenever my player sprite character attempts to move into a position ...
4
votes
1answer
940 views

How to make a 2D Soft-body physics engine?

The definition of rigid body in Box2d is A chunk of matter that is so strong that the distance between any two bits of matter on the chunk is completely constant. And this is exactly what ...
1
vote
2answers
520 views

Variable physics step, bad idea?

Currently, when I update the entities I calculate the time passed since the last update, and then pass that to their update function. They will in turn pass that duration to all their components. ...
4
votes
2answers
1k views

Calculating the angular direction from velocity

I'm trying to calculate the angular direction of a projectile, knowing it's X and Y velocity I can find the magnitude of its movement, but I'm having a hard time wrapping my mind around getting the ...
2
votes
2answers
463 views

Physics in a 2D oblique perspective game

So, just to clarify, because I'm still fuzzy on the terms for perspectives in older games myself, examples of an oblique perspective can be seen in many older RPGs (Earthbound, Final Fantasy, Secret ...
0
votes
1answer
179 views

Is it possible (from the vertex shader) to always draw at specific pixels?

I am wondering if I can (if possible) make a vertex shader that will always make the pixel shader draw everything in 1 pixel, at position 0,0. I know this sounds crazy, but it's needed in the ...
1
vote
4answers
1k views

Solving for velocity in the x/y/z axes?

In a 3D environment I have an object with a displacement x that I know I need to traverse in a given time interval. I have the object's heading and elevation and I want to figure out the distance the ...
12
votes
3answers
3k views

2D game collision response: SAT & minimum displacement along a given axis?

I'm trying to implement a collision system in a 2D game I'm making. The separating axis theorem (as described by metanet's collision tutorial) seems like an efficient and robust way of handling ...
8
votes
1answer
604 views

Projected trajectory of a vehicle?

In the game I am developing, I have to calculate if my vehicle (1) which in the example is travelling north with a speed V, can reach its target (2). The example depict the problem from atop: There ...
3
votes
1answer
164 views

How to get the physics just right in a physics driven game

I'm working on a physics driven game using a java port of Bullet (JBullet). In our game we have a ball that can have collisions with the other objects, including the objects that define the ...
10
votes
3answers
762 views

Random map generation - strategies for scattering/clustering random nodes

I am doing a simple 4X strategy game in space where each node is a point-of-interest (a planet, an asteroid and etc.). To randomly generate a map, I would follow the steps below Decide how many ...
8
votes
1answer
752 views

OpenGL vs physics?

I am very new to game programming and I am in my first project. I have come to a point that I need expert advice: Now for the game physics to be able to work on objects, it needs to know each ...
6
votes
2answers
432 views

Is it possible to have concurrent collision detection where every entity acts at exactly the same time?

There are many algorithms that can be used for collision detection. In many cases we check for an overlap in coordinates of an entity. If we make a triangle a,b and c. We have 2 entities at a and b ...