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

1
vote
1answer
42 views

Finding the side of a shape a ray intersects

For some simple 3D shapes (cubes, prisms) how can I determine which side a ray intersects, knowing the direction of the ray, and the normals of the shapes' sides. I thought of using plane ...
0
votes
1answer
52 views

Physics-based rotation with an array of pixels

Say I have a simple system, that has a large array of pixels with their own weight, velocity, coordinates etc. (by using classes) if each of those pixels can be connected to 4 other pixels (top, ...
0
votes
0answers
57 views

moving a character in sprite kit

So I've created a game in which a number of tiles are created from a txt file to create a level for the player to navigate through, but I'm having trouble moving the player. func ...
0
votes
0answers
17 views

Java JBullet models not colliding [duplicate]

Hello I wan't to do model collsion in JBullet but that don't won't to work. Models look like have some invisble holes. Here the code for creating collsion shape: int triangles_count = (int) ...
0
votes
2answers
78 views

Why does this simple if-statement that checks my main characters state never get called (Java/LibGDX)?

Been working on this for a while - basically I want my player to perform a front flip when he jumps (screen tap -> player jumps). I wrote the animation class Animator (extends Player implements ...
2
votes
1answer
127 views

Frame independent buoyancy using Substepping

I am having trouble with a frame independent buoyancy force using substepping in Unreal Engine 4. The original problem (which I am attempting to solve using substepping) is that when you apply a ...
0
votes
0answers
41 views

Stuck on a steering problem

i'm building a car game, and currently working on the steering. i would like to change the motion of Z rotation so that the car rotates around the Z axis when the wheels are turned. I can't set the ...
-1
votes
2answers
122 views

Does conservation of energy exist in most physics engines?

The reason I am wondering, is because while trying to create gravity around a point in the physics game I am creating, I wondered "If I create an object in the middle of the screen, where would the ...
-1
votes
1answer
49 views

Relative movement in Box2D (keep object from falling off planet)

I'm creating a game with planets orbiting around a sun, like this: The brown square is the earth, rotating around its center and around the sun. The yellow square is the sun, which doesn't move. Now ...
0
votes
0answers
13 views

How to experiment for the value of gravity in Libgdx? [duplicate]

I am following a guide on how to play a flappy bird clone in the LibGdx framework. -http://www.kilobolt.com/day-5-the-flight-of-the-dead---adding-the-bird.html I am currently on the part where the ...
0
votes
2answers
92 views

How do I derive an appropriate acceleration value for my game?

I am creating a Flappy Bird clone from this tutorial. I have a question about acceleration in libgdx. The author assigned the bird a constant acceleration vector in the constructor of the bird ...
0
votes
3answers
58 views

[Unity]Avoid boucing when ground move down

I have a sphere & a quad, when the quad move down, the sphere fall after and bounce back continuously. I dont want to change my project setting like bounciness, gravity,mass and I need the sphere ...
0
votes
0answers
39 views

How to get rid of “ghost mode”?

I've got few Spatials (mostly boxes) in my space. Player is able to move main Spatial using mouse or keybord. But now every Spatial can go through another. Like in a ghost mode. How can I get rid of ...
0
votes
1answer
122 views

Custom arcade physics rate (e.g. bullet time)?

Is there a way to modify the rate that physics is applied, either globally or on a per-sprite basis in Phaser? That is, how can I slow down or speed up the rate at which sprites move around, or fall ...
5
votes
1answer
256 views

Programming Dynamic 3D Water/Waves?

I'm a little bit stuck on how I might go about programming dynamic, interesting water in a game. To qualify that a little bit, I'm interested in creating water with broad, rolling waves that affect ...
0
votes
0answers
52 views

Calculate hit-normal from collision

I am trying to implement a swept test collision between an AABB and a Line Segment and I found this implementation working great ... Except that it doesn't cover how to calculate the hitNormal and ...
0
votes
1answer
73 views

Launch Velocity for Simple 3D Projectile [duplicate]

This is a pretty easy question, but I can't quite figure out the answer. I have: The initial position of a projectile. The gravity vector. The (stationary) target I want to hit. A maximum launch ...
5
votes
1answer
198 views

How can I implement large moving “colossus” characters that also act as environmental objects?

I'm curious how enormous characters that act both as entities and environments are implemented. I'm thinking of characters like in Shadow of the Colossus which move, but which the player can also ...
1
vote
3answers
111 views

How to make an object oscillate left and right?

I can't seem to make an object move left and right, back and forth, on room start whilst on solid ground. Codes I used: Step Event: if image_index is greater than 5, then physics_apply_force ...
0
votes
0answers
23 views

Impulse resolution with varying time delta

I thought I'd try building a basic 2D physics engine, and I'm currently writing the impulse resolution part of it (yeah, not very far into this). Using quick internet tutorials like this as a guide, ...
0
votes
2answers
137 views

Trajectory of a spinning ball

How do I would precalculate trajectory of a kicked ball, when it's spinning? I'm applying spinning using simplified Magnus effect every frame like this and it works: acceleration += swerve × ...
8
votes
3answers
161 views

Physics simulation methods for large delta times?

What physics simulation methods are most suitable for really big delta time (hours to weeks)? In addition, would I face any problems combining different methods for big and small delta times?
12
votes
4answers
683 views

How could I constrain player movement to the surface of a 3D object using Unity?

I'm trying to create an effect similar to that of Mario Galaxy or Geometry Wars 3 where as the player walks around the "planet" gravity seems to adjust and they don't fall off the edge of the object ...
2
votes
1answer
135 views

2D bouncing ball simulation - angular velocity

How does angular velocity of a ball affects it's speed after a bounce? I'm trying to simulate 2D bouncing ball physics. I've found a nice solution how to calculate ball's velocity after a bounce: ...
1
vote
1answer
72 views

Simplified aerodynamics for 2d (top-down) airplane

I am writing a top-down 2d game, in which the player can control an airplane via the WASD keys. The W key should move the plane upwards (north), the A key to the west, and so on. Now I need a ...
0
votes
1answer
205 views

Jump Issue(Unity3D)

This is my first character control script. Where a cube is my player and the objective the i want to achieve with my script are 1.the cube moves in horizontal axis till the button is pressed once ...
3
votes
1answer
317 views

Change unity physics engine speed

Is there a simple way to change the speed* of unity's physics engine like in the game SuperHot? Any script language is ok but javascript is preferred. *I am not sure if speed is the correct term.
1
vote
2answers
129 views

How can I handle position in an entity system where position can be 2D or 3D?

I'm working on a game engine to learn how it's done (so I might better take advantage of the techniques involved and other, similar engines in the future), and I've run into a problem when handling ...
3
votes
3answers
143 views

Sound Synthesis from object collision in Virtual Reality Environment

I have a project whose subject is "Sound Synthesis from object collision in Virtual Reality Environment" First of all, I have to define some objects with certain attributes (like shape, mass, ...
0
votes
1answer
41 views

Using box2d with starling

In my game I have a Main class in which i am initializing starling framework by passing Game class like below myStraling = new Starling(Game , stage); In the game class I have Instances of Welcome ...
1
vote
0answers
416 views

Getting child collider when collision occurs in compound object in unity3d?

I have a compound object. The parent of the compound object hierarchy has a script that is listening to the OnTrigerXXX callbacks of the children. When this compound object collides with other objects ...
1
vote
0answers
53 views

Manual response when 2 shapes made of rectangular volumes collide

I have 2 compound objects made of rectangular blocks. One of them (the one that is moving) has a script that listens to OnTrigger callbacks. What I need is to position the moving compound object on ...
0
votes
2answers
56 views

Irregular gravity bouncing

I am working in a simple bouncing ball game. The ball moves right to left at a constant speed and back when it collides with the border of the display. But it jumps every time the the user clicks and ...
1
vote
1answer
35 views

Altering Animation Playback Given Terrain Information

Say my character has a jog animation. Assuming Y is vertical, his feet leave the ground at Y=0 and hit the ground again at Y=0. This works fine in a world like that of Minecraft, where every surface ...
0
votes
0answers
49 views

Calculation technique for 2D inertia tensors?

Just wondering what the techniques are out there. It's only 2D so I figured there'd be a good chance for there to be a "one size fits all" solution out there that's essentially an analytical solution. ...
4
votes
2answers
278 views

Jelly ground collision

For fun I am trying to replicate the mechanics from The Floor is Jelly. So far I have successfully created "jelly islands/blocks" which are represented by an array of points and then drawn by using ...
0
votes
1answer
231 views

LibGDX Bounding Rectangles

I'm creating some rectangles surrounding my sprites for my player and bullet class to detect collisions with the overlaps method in Intersector class of LibGDX. I have a question: When I instantiate ...
0
votes
2answers
240 views

Cocos2dx - Physics - Abort() When Changing Dynamic PhysicBody to Static?

I just learned cocos2dx v3.3 integrated chipmunk physics engine. Here ,as you see, I create a simple circle with physic as: auto sprite = Sprite::create("circle.png"); auto body = ...
1
vote
2answers
144 views

Framerate dependent movement

I'm moving my character controller using Euler integration like this: Vector3 originalPos = transform.position; Vector3 acceleration = Physics.gravity; velocity += acceleration * Time.deltaTime; ...
1
vote
1answer
103 views

How can I have a Mecanim animation with displacement and physics?

I have 3D wolf models from my animator with displacement (i.e the wolf transforms with animation, not in-place). I have added rigid bodies to the models. I am facing following issues while executing ...
0
votes
0answers
35 views

How do I apply Farseer Physics Engine Collision on my image? I tried it on my codes and it is not working

How do I apply Farseer Physics Engine Collision on my image? I tried it on my codes and it is not working. PoolGameSingle poolgame = new PoolGameSingle(); var cue = poolgame.CueStick; ...
0
votes
2answers
72 views

How do i calculate the velocity of a sprite after it leaves circular motion?

I'm trying to make a game where the character can swing on a rope. I want to know how the velocity of player is calculated when it stops circular motion. Any help would be appreciated.
0
votes
3answers
153 views

Do I need to learn any physics if I use a physics engine? [closed]

Complete novice out here. Of course I know basic physics like mass and inertia. I don't want to make an engine I just want to make a game and use a physics engine made by someone else. Do I need to ...
0
votes
0answers
139 views

How to determine velocity from force

I recently started a project with the intention to master the physics aspect of Unity. Although I have a good knowledge of Unity, I never had the opportunity to work on game that makes extensive use ...
0
votes
0answers
33 views

Applying angular velocity distorts model

I am calculating the orientation of a sphere through the following code wV = new Vector3(0, pi/2, 0); w = new Quaternion(wV, 0); // o is the current Orientation o.Normalize(); w = 0.5f * w * o; // dt ...
0
votes
0answers
67 views

How to get yaw of bullet physics vehicle?

I am using the Bullet Physics port to java, JBullet, and am trying to render a vehicle body that i created in Blender on top of the vehicle chassis. Since i cannot effectively find a way to render ...
0
votes
3answers
65 views

In a Sonic-esque platformer, how to tell if the chracter is upside-down or not?

In a Sonic-esque platform game, how do you know if the player's character is currently upside down? Let's say the character is running to the left: At a certain point the character will begin to ...
2
votes
3answers
152 views

Formula for Planetary Alignment

I am attempting to create a game where there is a universe of two 16-bit addresses ranging from -32768, -32768 to 32767,32767, or in hexadecimal, each value can run from $8000 to $FFFF then 0 to ...
0
votes
1answer
483 views

Box2D recommended step, velocity and position iterations

Here in this article there is a nice explanation that velocity iterations and position iterations settings affect the way bodies will react when they collide, and step affects on speed and how gravity ...
1
vote
2answers
85 views

Adding gravity to arrival steering behavior

I trying to write an autopilot for the classic Lunar Lander or its clones. According to this paper, the arrival behavior is exactly what I need for a soft landing. In this example, it accelerates at ...