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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4
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2answers
420 views

How to detect and collide two elastic line segments?

There are 4 moving physical nodes in 3D space. They are paired with two elastic line segments / strings (1 <-> 2; 3 <-> 4). Part I: How to detect the collision of two segments? Part II: On the ...
4
votes
2answers
1k views

2D game - Missile shooting problem on Android

I have to make a tank that sits still but moves his turret and shoots missiles. As this is my first Android application ever and I haven't done any game development either, I've come across a few ...
6
votes
1answer
1k views

How does 2D Game Physics work? [duplicate]

Possible Duplicate: How do I build a 2D physics engine? If we take the game Angry Birds that had big success lately I were thinking how do they implement the physics in a game like that? ...
1
vote
1answer
277 views

Determining relative velocities on impact?

I'm trying to figure out a way to determine the relative velocity of a body colliding with another in a 2D environment. For example if one body is moving at (1,0) and another traveling behind it ...
1
vote
1answer
759 views

gpgpu vs. physX for physics simulation

First theoretical question. What is better (faster)? Develop your own gpgpu techniques for physics simulation (cloth, fluids, colisions...) or to use PhysX? (If i say develop i mean implement existing ...
5
votes
2answers
470 views

Physics in my game confused after restructuring the Game loop

I'm on my way with making a game in Java. Now I have some trouble with an interpolation based game loop in my calculations. Before I used that system the calculation of a falling object was like ...
1
vote
3answers
2k views

Collision Detection for 2D

I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is: bool perPixelCollission = false; Texture2D texture1 = ...
3
votes
1answer
210 views

Follow point of interest by applying torque

Given a body with an orientation angle and a point of interest or targetAngle, is there an elegant solution for keeping the body oriented towards the point of interest by applying torque or impulses? ...
4
votes
2answers
771 views

Development platform for 2D web and mobile games

Is there a game development platform -- similar to Torque, or Unity -- which can be used to deploy 2D games on the following platforms: Web iOs Android Xbox Live Arcade (Preferred but not required) ...
5
votes
1answer
826 views

Soft body, where to start learning?

I want to ask you about some resources to learn simulating soft bodies, do you know some good knowledge sources? I asking because I want to make car crash simulator, I've made something but it didn't ...
1
vote
1answer
951 views

car crash android game

I'd like to make a simple 2d car crashing game, where the player would drive his car into moving traffic and try to cause as much damage as possible in each level (some Burnout games had a mode like ...
1
vote
1answer
315 views

Calculating the force of an impact?

I'm trying to figure out a way to determine the force two objects collide in. I have two vectors defining their linear velocity at the time of impact, their mass and their angular velocity. Keep in ...
2
votes
2answers
1k views

Farseer - Apply Impulse

I'm new to Farseer and have a simple question. The demos I went through didn't seem to demonstrate what I want. I would like to apply an impulse (not force) to an object at a specific position on that ...
22
votes
5answers
6k views

Lag compensation with networked 2D games

I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should ...
32
votes
6answers
5k views

Analysis of Mario game Physics [closed]

I know there's a breakdown of Sonic the Hedgehog physics found here, and I was wondering, does there exist a breakdown of any of the Mario games? Something similar to this but for Mario is what I'm ...
8
votes
6answers
653 views

Ragdoll on alive creatures: has somebody already implemented it?

I find that a dead creature falling realistically is boring. I wonder, has any game implemented an animation system where the model moves depending of the muscle forces and the velocity of the limbs, ...
3
votes
5answers
338 views

Forcing one projectile to follow close behind an initial projectile

I'm shooting out a projectile and I want another projectile to closely follow it. I can't simply shoot out the second projectile at a slightly lesser time because the first projectile may change ...
33
votes
2answers
4k views

Water/Ocean simulation and physics

I'm looking for some references about water simulation, and how to model it's interaction with bodies (like boats, ships, submarines). I've found a lot of references on the visual aspects of water ...
5
votes
3answers
2k views

Resources to learn programming rigid body simulation

Where I can start learning about simulating rigid bodys 2d and 3d ?
4
votes
1answer
2k views

Farseer and 2D Action sidescroller game

I'm thinking about using Farseer inside my game (I'm not good in physics), which isn't a bad idea. However something happened while I was thinking about that, I found this tutorial: ...
6
votes
2answers
274 views

Self-righting agents that have fallen over

I need insect-like agents that have fallen/rolled on their back/side to naturally re-orient themselves. The agents are modeled as simple cuboids in the physics engine (Bullet) to approximate an ...
7
votes
2answers
4k views

Is it worth it to use Bullet for 2D physics instead of Box2D for the sake of learning Bullet?

There isn't much more to the question. I'm not concerned about overhead, as I'm sure they are both fine for my purposes. Basically, I am familiar with Box2D concepts because of the Farseer Physics ...
11
votes
4answers
1k views

When should I use a physics engine?

Since I found out Box2D, I'm using it for kind of any game-like application I try to write, from very small prototypes or small programs to test something, to actual projects. Thanks to it it's so ...
4
votes
2answers
653 views

How are physical model programmed in simulation games?

Being a Gran Turismo fan, I'm wondering what are the algorithms used to compute realistic behavior for friction, aerodynamism, velocity, curves etc. Also, are there sophisticated ways to simulate ...
9
votes
2answers
1k views

How to implement 2d explosions that will cause damage taking into account covers and distance?

How can I implement a 2D explosion in a way that it will cause less damage to characters that hide behind crates or other cover? Ideally damage will depend on the strength of the cover (e.g. metal ...
4
votes
3answers
669 views

What do I need to change in Box2D to work in pixels?

Box2D seems to be set up in such a way that you cannot work in pixels (i.e. physics scale = 1). It produces very strange results as it hits maximum speed limits at low speeds and looks very strange. ...
5
votes
1answer
464 views

Strangeness when simulating a chain

I'm using box2d and I simply hook up 10 points each with a similar length constraint to the adjacent point. When I move 1 point, the others follow just like a rope/chain. Just like one would expect. ...
5
votes
4answers
358 views

How would one generate a texture for cracks in different materials?

I would want to have the ability to simulate different variables like brittleness, or other variables to get varied end results. I would mainly need to generate impact cracks, so it would need to ...
6
votes
2answers
2k views

How can I implement rectangle collision response?

I am working on a game in JavaScript and my current implementation of collision uses the shortest distance to push the intersecting object away, which isn't always correct. I've made this diagram of ...
3
votes
1answer
760 views

How to create complex Physics scenes with the Havok Content Tools

For example, Havok Content Tools allows you to define physic bodies, properties, connections, etc in Maya, 3d Studio Max, etc. For creating full scenes/levels is this really the correct approach or ...
3
votes
1answer
838 views

Fundamental physics component(s) in component-based game engine

What are the "smallest" physics components in your component-based game engine? Would it make sense to create something like Positionable, Rotatable, Movable, Collidable and combine them the way you ...
5
votes
2answers
674 views

3D Particle-Geometry collision

I am programming a particle engine for a 3D game written in XNA. I was wondering if somebody could point me in the right direction or perhaps give me some pointers in making the particles collide with ...
8
votes
4answers
1k views

Not sure how to handle “deceleration”

I say "deceleration" because I'm not using acceleration at the moment (it is being calculated, it's just set to 0 0); what I mean is moving the velocity back towards zero, eventually stopping. I'm ...
5
votes
3answers
2k views

Car (or other “object”) acceleration and braking: how to?

I'm not good in math so I'm here to ask you how to manage, in a simple 2d game, the car acceleration and braking. I'm trying to develop it (as a hobby) in c# and sdl.net.
8
votes
1answer
1k views

Realistic slow-falling snow algorithm?

Is there a good algorithm that simulates falling snow? I'm particularly interested in snow that falls slowly, so it doesn't quite fall in a straight line but deviates a bit. Maybe even including ...
4
votes
1answer
416 views

Taking Physics into account for AI Planning

What I've seen in most Game Engines and game engine design is that the Physics Engine is the be all end all system. Basically, AI for example may want to travel to some position, but it simply ...
1
vote
3answers
886 views

What's the best open source physics engine to use with JOGL? [closed]

I have a past with jbullet but the existing jogl compatible sources and demos seems uncompleted. I have managed to implement it to an extent but still looking for a better documented engine with more ...
8
votes
1answer
1k views

What are the common character animation techniques used in tile based hack&slash games?

I wonder what kind of animation techniques are used for creature and character animation in modern hack&slash type tile based games? Keyframing for different actions may be one option. Skeletal ...
3
votes
4answers
185 views

What environment should I use if I just want to test different math things?

For example, I've asked about the breakout formula to calculate the ball bounce. Inside of XNA, I don't know where I would code this and to even display something I would need a lot of code. Is there ...
15
votes
7answers
18k views

How do you calculate where a ball should go when it bounces off the bar?

I'm trying to wrap my head around this very Hello World-y problem in game development. I've created a TicTacToe game in XNA so I guess the next step would be a breakout clone. Keep in mind that I ...
4
votes
1answer
355 views

How to take into consideration the effect of initial rotation of a ball hitting & reflecting off a surface

Hey all, I am trying to take into consideration the effect of inertia of the initial rotation of a ball, hitting a surface, into the exit velocity vector of the ball. My current theory is this: ...
19
votes
6answers
1k views

Data structures for interpolation and threading?

I've been dealing with some frame-rate jittering issues with my game lately, and it seems that the best solution would be the one suggested by Glenn Fiedler (Gaffer on Games) in the classic Fix Your ...
2
votes
1answer
959 views

cocos2d: syncing CCAnimation frames with Box2d Shape manipulations

my cocos2d game currently has a ccsprite attached to a box2d body. during the game i apply different CCAnimations on my sprite, i would like to perform certain manipulations to the box2d body ...
4
votes
1answer
2k views

New Vector Calculation for Elastic Collision of Circle and Fixed Rectangle

I am writing a fairly simple breakout-style game for Android phones. I have successfully detected the collisions between the ball(s) and bricks. The problem that I am having is in calculating the new ...
27
votes
6answers
7k views

About floating point precision and why do we still use it

Floating point has always been troublesome for precision on large worlds. This article explains behind-the-scenes and offers the obvious alternative - fixed point numbers. Some facts are really ...
15
votes
3answers
598 views

Solids as high viscocity Liquids

A friend of mine and I were discussing different idea for allow materials in a world to be destroyed in a very piecemeal fashion and he proposed the idea of representing solids as very viscious ...
4
votes
1answer
800 views

Problem with box2d at beggining

I have problem with simple box2d physics: I have two bodies : 1 - static box , 2 - dynamic box. I only want to this dynamic box fall on this static, and lay. But now it looks like that at end , ...
7
votes
4answers
617 views

How do I make a vehicle move to a point and stop without overshooting or oscillating?

Ok so consider we have a vehicle like the one I described in my answer to this question, with a 2D position, velocity, angular velocity, and drag/friction. It can accelerate and break by a variable ...
3
votes
3answers
1k views

Optimizing Bullet and ODE Physics on consoles and mobile phones

I'd like to use either Bullet or ODE on low powered devices (mobile and consoles), but the frame rates are below the acceptable 25-30fps for simulations. I've found that one articulated body by ...
11
votes
3answers
2k views

Pretty open source game/rendering engine?

It might be outside the domain of open source (as there isn't much in the way of open source games that would want/need to implement all these) but is there an existing open source game or rendering ...