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

learn more… | top users | synonyms

21
votes
2answers
1k views

Correctly Implementing a “Double Jump”

I'm working on a 2D iPhone game using Corona (Trial version, so I can't use their forums). The game involves the character falling through the sky, and I'm trying to implement a "double jump" for the ...
4
votes
1answer
406 views

How to balance a ball on a rotating plane?

I'm doing some research and I really don't want a physics engine when a simple mechanism will do. I have a ball that will be balanced on a plane. The ball will always be "stuck" to the plane and ...
5
votes
2answers
3k views

What is your Unity 3D physics engine budget for iOS games? [closed]

I'm testing Unity for a game that I'm building, and I've touched its limit. My test scenario: a wanna-be house with 200 elements (cubes rescaled) no textures, box colliders and rigid bodies for each ...
0
votes
1answer
303 views

How do I rotate a segment + normal so that the normal is (0,-1) and the segment is now axis aligned

I have an arbitrary line segment, which may or may not be axis aligned along with its normal eg: Segment(Coord(-1,-1), Coord(1,1), Coord(-1, 1).normalize) which represents a line segment with a 45 ...
2
votes
1answer
3k views

in Unity3d, how to automatically create fixed joints in a wall of cubes?

I want to create a wall: width 6 cubes height 7 cubes therefore I have 22 cubes on the margins and 20 cubes inside. For each of the margins cubes(except the corners) I have to set 3 fixed joints, ...
4
votes
2answers
259 views

Controls for physics-enabled game object

I'm trying to put together 2D game on Flash ActionScript. Game objects positions are updated by physics library and I'm trying to control them applying forces and updating these forces every frame. ...
3
votes
1answer
692 views

Havok physics with a wide range of object scales

So typically Havok works best with normal human sized objects with a gravity of 9.8m/s^2 and dealing with everything in meters. In my Game though there will be a large variety of scales from ...
8
votes
3answers
2k views

Web workers for HTML5 game physics simulation?

A bit related to this question. The idea is to guarantee the same physics behavior as much as possible. Would it be possible to run fixed time step physics on a web worker? The UI would update ...
6
votes
5answers
2k views

Why do objects interpenetrate in this simple collision solver?

The code below is from a Microsoft XNA sample here. This is quite a simple rigid body simulation that ignores many physical effects (such as angular momentum), but it does try to push objects ...
11
votes
4answers
4k views

Physics engine recommendation which can simulate pool game correctly? [closed]

I'm making a pool-game like game. This game requires correct (or very accurate) reflective bounces. I tried Box2D and Bullet Physics, but they both have this problem. If there is a wall on top of ...
3
votes
0answers
302 views

How can I make bodies that do not stick to the wall in Bullet Physics? [duplicate]

Possible Duplicate: Physics engine recommendation which can simulate pool game correctly? I made a Billiards scene with Bullet Physics, but I've got a problem. When the ball is slowing down ...
3
votes
3answers
916 views

Can I change shape of a rigid body after it created in Bullet3D?

I'm beginning Bullet3D. Can I change collision shape of a rigid body after it created? A rigid body accepts a collision shape when it's creating, but it's hard to find options changes the collision ...
11
votes
3answers
543 views

Gravity strength in first person games

In our game, we set the acceleration due to gravity to the appropriate value of 9.8 m/s^2. Although physically correct, it feels more like moving around on the moon.. It feels about right at a value ...
5
votes
1answer
231 views

Splitting an object into two

I'm using Farseer physics engine. I have a simple rectangle body and would like it to split into two pieces given a starting coordinate (where the bullet enters the object) and ending coordinate ...
0
votes
2answers
244 views

How to apply numerical integration on a graph layout

I've done some basic 1 D integration, but i can't wrap my head around things and apply it to my graph layout. So, consider the picture below: if i drag the red node to the right, i'm forcing his ...
11
votes
4answers
862 views

Animated examples of different interpolations formulas: any link? [closed]

I remember having spotted a link to a huge page with different equations to non linear interpolation curves, for example if you want to stop a car smoothly, etc. Those can sometime be useful to ...
8
votes
2answers
1k views

Physics for a 2.5D platformer with a plane that curves

I'm creating a 2.5D platformer in XNA which uses 3D models that are constrained to travelling along a 2D plane (just like Trine). To make things tricker, however, I want the 2D plane itself to be ...
9
votes
1answer
2k views

Adding air drag to a golf ball trajectory equation

I'm developing a 2D golf game in VB.NET 2005, but I am stuck on how to implement air or wind drag that should affect the ball. Already I have these equations for projectile: Vo ...
6
votes
3answers
1k views

Kepler orbit : get position on the orbit over time

I'm developing a space-simulation related game, and I am having some trouble implementing the movement of binary stars, like this: The two stars orbit their centroid, and their trajectories are ...
4
votes
1answer
243 views

Box2D stable range and position

Box2D marks stable range of object size is 0.1M ~ 10M. This specifies object size range. How about space size? If I make an 1M object at (1000.0f,1000.0f) position? Is it can be stable? Or should I ...
1
vote
1answer
3k views

Best 3D Physics Engine to use with Ogre [closed]

I am looking for a good physics engine to use with an Ogre game I'm writing. I would prefer for it to be free, open source, mature, simple to use, easy to learn, and flexible. I'm currently thinking ...
3
votes
2answers
421 views

Silverlight scrolling with camera

I'm trying to get my head around scrolling a 2D map that uses a physics engine. If I was to launch a projectile, would I actually be applying the physics to the background images rather than the ...
3
votes
1answer
500 views

Maximum range of projectile fired at given force and elevation

I've gone over this again and again, and my result is obviously wrong when viewed in-action. Here's the initial formula I converted (first one): http://en.wikipedia.org/wiki/Range_of_a_projectile ...
5
votes
2answers
2k views

How to make bird to fly using box2d

I am new to Box2D, I have set gravity to 10. How to make an object fly in space even though the gravity is 10. What are the properties I need to set to make object fly? Is there any different ...
2
votes
2answers
336 views

I'm looking for a paper from Teknikus.dk

I'm looking for this great paper about Verlet integration: http://www.teknikus.dk/tj/gdc2001.htm I've found this link on many websites, forums, blogs, everyone is recommending it ! The website is ...
4
votes
2answers
496 views

Particle and Physics problem

This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being ...
4
votes
1answer
375 views

Good book or tutorial for learning how to apply integration methods [on hold]

I'm looking to animate a graph layout using edges as springs and nodes as weights (a node with more links will have a bigger weight). I'm not capable of wrapping my head around the usage of ...
3
votes
1answer
793 views

Angular Velocity

Hey, I have a particle that is hit with a force F at a particular position on the ball P. How can I calculate the angular velocity of the X,Y and Z axis? The actual rotating of the object should be ...
4
votes
4answers
1k views

Physics timestep questions

I've got a projectile working perfectly using the code below: //initialised in loading screen 60 is the FPS - projectilEposition and velocity are Vector3 types gravity = new Vector3(0, ...
2
votes
1answer
532 views

Calculate the initial velocity of a 3D trajectory

I've got a 2D projectile code sample working, but would like to extend it to 3D. How would I calculate the initial velocity of the Z-axis? At the moment, I've got: initVel.X = (float)Math.Cos(45.0); ...
9
votes
2answers
1k views

Simulating an object floating on water

I'm working on a top down fishing game. I want to implement some physics and collision detection regarding the boat moving around the lake. I would like for be able to implement thrust from either the ...
3
votes
3answers
334 views

Adding 'swerve' to a direction

I'm not much of a maths expert, so this is probably quite straight forward. I was playing a soccer flash game where you take free kicks. You provide Power, Swerve and Direction. I'm reading up on ...
7
votes
5answers
830 views

Is it possible to have vehicles with physics like GTA in an MMO game?

I haven't seen any MMO games with vehicles with realistic physics and that could achieve high speed, why? Is it because of network bandwidth limitations? Second Life has vehicles, but physics are ...
3
votes
1answer
307 views

Approximating walking physics via simpler sliding physics

I am modeling walking insects. I implement them as cuboids and use forces (including friction and drag), to control motion. However, the movement characteristics of this 'sliding box' physics don't ...
1
vote
1answer
205 views

2D Game Physics: How to evaluate when an accelerating ray is close to a point?

Given a ray in a 2D world at position p with initial velocity u and acceleration a how can I tell when it's within a certain distance r from a certain point.
14
votes
1answer
2k views

Any fixed-point portable open-source 3D physics engines?

I'm looking for a fixed-point 3D physics engine (basic kynematics and collision detection-resolution... nothing too fancy.) I need fixed-point math because I'd like to have deterministic results, for ...
11
votes
1answer
2k views

Separating physics and game logic from UI code

I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in ...
17
votes
6answers
2k views

AI control for a ship with physics model

I am looking for ideas how to implement following in 2D space. Unfortunately I don't know much about AI/path finding/autonomous control yet. Let's say this ship can move freely but it has mass and ...
0
votes
0answers
227 views

Simple project - make a 3D box tumble and fall to the ground [duplicate]

Possible Duplicate: Resources to learn programming rigid body simulation Hi guys, I want to try learning rigid-body dynamic simulation. I have done a fluid and cloth simulation before, but ...
3
votes
1answer
643 views

Breakout clone, how to handle/design for collision detection/physics between objects?

I'm working on a breakout clone, and I wish to create some realistic physics effects for collision - angles on the paddle should allow the ball to bounce, as well as doing curve balls etc. I could use ...
6
votes
1answer
248 views

How do I change the speed of an object without changing path travelled?

I have a ball which is being thrown from one side of a 2D space to the other. The formula I am using for calculating the ball's position at any one point in time is: x = x0 + vx0*t y = y0 + vy0*t - ...
10
votes
3answers
8k views

Is there an algorithm for a pool game?

I am looking for algorithm to calculate direction and speed of balls in a pool game. I am sure there has to be some type of open source code for this since pool games are some of the oldest computer ...
3
votes
1answer
536 views

How to restrict paddle movement using Farseer Physics engine 3.2

I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to ...
4
votes
2answers
424 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
1answer
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
280 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
774 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
476 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 = ...