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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343 views

Estimate the time it takes for an object to travel from point A to point B

I have an object with vec2 position, velocity, and destination with 2 variables maxspeed and acceleration. In each step, its position is calculated as follows: vec2 desiredVel = destination - ...
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31k views

Simple collision detection in Unity 2D

I realise other posts exist with this topic yet none have gone into enough detail for me. I am attempting to create a 2D game in Unity using C# as my scripting language. Basically I have two objects, ...
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3k views

Movement and rotation of bodies in top down game

We are developing a 2D top down game with libgdx using the included box2d as physics engine. We don't want our bodies to accelerate but to instantly move with the wanted velocity. The bodies are ...
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244 views

AABB vs Rectangle

I'm trying to wrap my head around 2D physics and stumbled upon Axis Aligned Bounding Boxes, and I have a couple of questions regarding them. In all AABB structs I could find out there, people prefer ...
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105 views

Box2D relations

As far as I know, the unit in Box2D is meters. When I use Box2D in Processing with JBox2D, I set the "world size" as the window size specified in the setup(). Now I'm wondering if there is any ...
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103 views

How to reduce the time it takes to speed up an object?

I have a body that I am applying a force to every step. However, I it takes a significant amount of time for it to speed up, which I do not want. Is there some value I can adjust to help with this?
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1k views

How to move around a player in a curved tunnel?

In a scenario where the player moves freely along the walls of a tunnel (like this), what is the best way to move the player along the walls of the tunnel? I'm using Unity3d game engine. I've tried ...
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1k views

Box2d contant speed before and after collision

I want to make my body fly at constant speed, how to make it fly at constant speed before and after collision? I set restitution of my body to 1.0 but after some direct and powerful collisions my ...
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291 views

Gravity independent of game updates per second

Edit Just for clarification, my sprite's 'movement' isn't the problem. If I set my Time variable to 4 seconds, then it will cross the screen in exactly 4 seconds regardless of logic updates rate per ...
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2answers
433 views

How can I manage large numbers of objects in a physics engine? [duplicate]

MY friend and I are programming a game and I decided to give the physics engine a try. I was able to get a class working where it would calculate out the total force on a model and apply the correct ...
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219 views

Distribute circles evenly on Screen - circle packing

I want to evenly distribute a random amount of circles with random diameter on the screen for. This level doesn't scroll so the users screen resolution sets the limits. Further I would like the ...
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199 views

Collision detection for Monotouch [closed]

What I want to have for my Monotouch 2D projects: simple collision detection and collision polygons working with UIViews Sounds simple, isn't it? I've evaluated a lot of engines available on the ...
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373 views

What different ways are there to model restitution in a physics engine?

In my physics engine I give a body a value for restitution between 0 and 1. When two bodies collide there seems to be different views on how the restitution of the collision should be calculated. To ...
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1k views

Calculating angle between two vectors to steer towards a target

I have been trying to implement a path following steering behaviour for AI in a 2D racing game. I have two vectors: futurePosition represents the predicted future position given the car's current ...
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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 ...
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340 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 ...
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2k views

Invalid AABB aabb

Invalid AABB aabb UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean) I've got this error ...
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1answer
153 views

LOVE Physics - Breaking Joint Chains (LUA / Box2D)

Wasn't sure whether to post here or on SO so please move if needed. I've been having a look into the box2D physics API provided by LOVE to try and create a swinging flail or weighted rope but I'm ...
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143 views

Calculate intersect point / aim point

I'm working on a simple game, and I need to calculate the position to aim. Since my math days are a bit behind me, I put together a simple example to illustrate: So given that I know the position ...
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2answers
402 views

Leapfrog integration vs Euler integrator

I am looking at various integration methods for my n-body simulation and I'm slightly confused about actual implementation of leapfrog integration. According to the wikipedia page leapfrog method is ...
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128 views

What is the purpose of integration in physics engines?

All online resources seem to assume that you know what this means and/or state that this is related to object movement in some way. How does this differ than just position.x++ and position.y++ and ...
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1answer
306 views

Wandering motion in Unity

I am trying to come up with a smooth wandering motion for my game-object using Unity. What I currently doing is rotate the object by some random angle calculated every 1.5 second delay. But I am ...
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1answer
93 views

Reflection velocity

I'm trying to get a moving circular object to bounce (elastically) off of an immovable circular object. Am I doing this right? (The results look right, but I hate to trust that alone, and I can't ...
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2answers
603 views

How can I get the force of a collision in Love2D?

Is it possible to get the force of a collision between two objects in Love2D/Box2D? If so, how?
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75 views

Controls: Rolling on a ceiling

Currently I'm writing an iOS game where the basic movement is rolling. Technically you make the player turn clockwise or counterclockwise. When you tilt the device to the right, you will rotate ...
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1answer
1k views

Need to translate a Rotation Matrix to Rotation y, x, z OpenGL & Jitter for 3D Game

I am using the Jitter Physics engine which gives a rotation matrix: M11 M12 M13 M21 M22 M23 M21 M32 M33 And I need it so OpenGL can use it for rotation GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, ...
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635 views

How should I invoke a physics engine?

I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I ...
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1answer
718 views

Making Ball Fling in a Curve Direction

I was wondering how to figuring out how to slice a ball (banana kick) by flinging it curve-ways. However, according to the LibGDX's gesture listener, the method for flinging only focuses on a straight ...
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163 views

Moving Sprite With Physics Frame

Normally, a physics frame in pink (see image below) gives the body for detecting hit signal. It usually either falls down or lifts up depending on the gravity orientation. The question is: Is it ...
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180 views

Increase restitution (bounciness) of an object in a JavaScript formula

I'm going slightly around the houses on this one. I originally started a thread over on Stack Overflow about it but then it seemed to diverge into mathematics, with no joy from the SO community over ...
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457 views

When and where should I calculate collision response with multiplayer physics?

I've troubles wrapping my head around multiplayer physics and collisions on the client side, so far I interpolate the state of my network entities ( position and velocity ) of the other clients based ...
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1answer
295 views

Numerical stability in continuous physics simulation [closed]

Pretty much all of the game development I have been involved with runs afoul of simulating a physical world in discrete time steps. This is of course very simple, but hardly elegant (not to mention ...
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1answer
624 views

How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?

I've been working on implementing my SAT algorithm which has been coming along well, but I've found that I'm at a wall when it comes to its actual use. There are plenty of questions regarding this ...
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223 views

Who should respond to collision: Unit or projectile?

In an RTS if a projectile hits a unit. Who should handle the collision? If projectile handles the collision, it must be aware of all possible types of units, to know what damage to inflict. For ...
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2k views

2D OBB collision detection, resolving collisions?

I currently use OBBs and I have a vehicle that is a rigid body and some buildings. Here is my update() private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ...
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248 views

Game Physics: Implementing Normal Reaction from ground correctly

I am implementing a simple side scrolling platform game. I am using the following strategy while coding the physics: Gravity constantly acts on the character. When the character is touching the ...
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1answer
657 views

Rotating a cube using jBullet collisions

How would one go about rotating/flipping a cube with the physics of jBullet? Here is my Draw method for my cube object: public void Draw() { // center point posX, posY, posZ float ...
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1answer
961 views

Farseer Physics for Xna missing ConvertUnits class

Im using Farseer Physics with Xna 4.0. Im following a starter guide. It said that to draw, I need to convert the meters to pixels with the ConvertUnits namespace. I looked through all of the engine, ...
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2answers
1k views

How do I determine which side of the player has collided with an object?

I have some static bodies (platforms) and a dynamic body (the player) in my world. The collision between them works great, but I would like to know which side of the player (rectangle) collides with ...
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3answers
555 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 ...
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1answer
566 views

Ball Physics : Bounce height altered by elasticity of ball and bounce surface

I have created a bouncing ball simulator using XNA and I am happy with my use of gravity, acceleration, change of direction and friction/spin. However, I am now at a stage where I would like to ...
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692 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), ...
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1k views

Can you help with collision detection and response in a 3D car racing game?

I am trying to implement the collision detection and response in 3D car racing game. I have a car model, for collision I am assuming my car as a cuboid. my collision detection with walls is quite ...
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45 views

Simulating elastic ball collisions quickly escalates to disaster

I'm trying to learn HTML canvas and was working on a basic physical simulation, where a number of balls are drawn and set in motion, and the program simulates them colliding and bouncing off the walls ...
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135 views

Synchronizing players and game objects in a server/client multiplyer game

OK guys, I have some experience with 2D game development (single player only), so that's fine no questions here. The problem is with multiplayer games. I already read lots of other questions and ...
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100 views

Bullet Physics / OpenGL Meshes Not Colliding

This is for a school project, and I'm having a bit of trouble with Bullet acting strangely. I have an OpenGL project with Bullet Physics library working with Assimp model loaders and Magick++ ...
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1answer
64 views

In Physijs, how do I detect that an object is still?

I have a cylinder that simulates a flipping coin. I am using Physijs. The coin might bounce off the surface multiple times before stopping. How can I know when the coin has completely stopped moving?
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1answer
81 views

Box2d jetski on water

At the moment I am trying to code a 2d game in java, where a jetski is riding on water. If you press on the screen the jetski should dive down and jump back up on release. How do I have to do this in ...
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251 views

How do I make circles bounce off each other realistically?

I'm trying to create bouncing balls with realistic physics. At the moment, when the balls hit each other, they bounce back in the same direction they came from. How do I make them more realistic? I ...
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2answers
195 views

Circle-Circle collision resolution

This seems easy but I can't figure it out, when I have one circle(c1) collide with another(c2) I give the c2 circle the heading of c1 and send the c1 circle on the normal vector to the heading (the ...