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
1answer
983 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.
1
vote
1answer
787 views

Is there a 2D soft-body physics engine for Flash?

I'd like to write a small physics game by using ActionScript, but do not want to write my own physics engine. Does anyone know a ready-to-use 2D soft-body physics engine with a Flash port?
3
votes
2answers
647 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 ...
2
votes
5answers
1k views

How do I set up moving platforms in a 2D side scroller to interact with the player properly?

Edit: I changed the way that gravity was applied so that it is applied even when a player is standing on a block, so instead of the game outputting that you are stepping on a tile as true and false (...
7
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 ...
2
votes
3answers
2k views

How do I move a 2D top-down racing camera smoothly and show what's ahead of the player?

I'm trying to make a camera that follows a race car. Right now, I'm smoothing the camera movement out by moving the camera's position a fixed percentage lerp'ed from the camera's position to the car's ...
9
votes
5answers
1k views

How can I simulate shattering glass?

I need to make a simulation with stone thrown through a glass window. How can I accomplish that? I mean, I was thinking about making a 3D model of a stone and glass in 3D Studio Max 2012, shatter the ...
20
votes
3answers
2k views

How does one avoid the “staircase effect” in pixel art motion?

I am rendering sprites at exact pixel coordinates to avoid the blurring effect caused by antialiasing (the sprites are pixel-art and would look awful if filtered). However, since the movement of the ...
1
vote
1answer
131 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 ...
4
votes
1answer
13k views

How to use rigid bodies for characters?

First off, I am making a game similar to SSB, which relies heavily on physics, even though it is a sidescroller. I am currently using Unity. In Unity there are "character controllers" which are used ...
1
vote
0answers
620 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 ...
17
votes
1answer
4k views

Ideas for 2D Water Simulation

I am looking for any input on simulating water in 2D, against a rather large (call it) blocked/not blocked array (viewed from the side). I have come up with the following ideas: Cell Automata Do a ...
3
votes
3answers
3k views

Car movement in arcade racing game

I am finishing a very basic 2D racing game with top-down perspective. I can't get the appropriate formulas to make the movement of the cars fun and addictive... Do you have tips on how to achieve that ...
3
votes
2answers
2k views

How can I implement revolute (hinge) joints in a 2d physics system?

Further to my previous question on fixed joints, I am now going toe-to-toe with hinge joints in 2D physics. Though the answer to the previous question was excellent, I have come across a few problems ...
5
votes
1answer
4k views

How can I implement fixed joints in a 2D physics system?

I'm developing a simple, 2D physics system to complement an entity/component game object framework. So far, I have implemented some basic, tutorial-level physics. An entity that is affected by physics ...
5
votes
3answers
1k 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
1k 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
2k 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 ...
4
votes
3answers
3k views

Equation to make small number big and big number small (gravity)

I have a sprite that I want to speed up as it gets closer to another object. I really want this to flow well and don't want a series of if statements. All I can think of is to take the distance and ...
22
votes
4answers
5k 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
2answers
1k 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 ...
2
votes
1answer
627 views

Shapes and sprites in SVGs

I understand SGV images are used in 2D games to store shape data for the physics engine of the game. I'm unsure though, should the raster sprite also be stored in the SVG or should it be separate? ...
1
vote
2answers
719 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. ...
6
votes
2answers
3k 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
568 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
190 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 ...
0
votes
4answers
5k 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 ...
-1
votes
1answer
743 views

Best Android gaming engine for Billiards game? [closed]

What is the best engine/way to go with when implementing a 2D billiards game? I am thinking about Emini Physics Engine, which is free for use and stuff, but maybe you can give me some pitfalls about ...
6
votes
1answer
3k views

Creating similar effects of Geometry Wars in 2D only

I want to create a game with similar effects to that of "Geometry Wars"... for those who have never played the game, basically, massive amounts of 'bending' and 'warping' effects are done on the ...
12
votes
3answers
5k 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
901 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
180 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
992 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
1k 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 object'...
6
votes
2answers
581 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 ...
9
votes
3answers
1k views

Tiling Physics using Farseer

I'm having a problem with the Farseer Physics Engine, where in a tiled environment, my object will at times interact with corners of others objects, even if they align perfectly. I've read about ...
18
votes
3answers
11k views

What is a good book on physics for game development? [closed]

I'm looking for a good beginners' book on the subject of physics in game development. Something that focuses on 2D games would be preferable.
11
votes
4answers
682 views

How to get object to lose less velocity as its speed increases

I'm developing a game in Flash and I need a little help. It can be considered a math problem. My object is flying with speed X and my object can collide with stones. When it collides with a stone, I ...
4
votes
3answers
863 views

Designing the main classes in a solar system simulation game in C++

If this is not the right place for this question, could you please direct me to a more suitable site/forum? I'm a beginner in game development (and in the use of this site). I've worked with C++ only ...
1
vote
1answer
2k views

How can I cancel a contact in a b2ContactListener?

To know when contacts happen we can derive from b2ContactListener and implement our own solution which is great. I'm wondering is there anyway we can cancel a contact, that is to say when we hit begin ...
1
vote
1answer
2k views

Bodies are colliding but refusing to rotate in Box2D

I'm running box2d in C++ and hooking it up to C# via p/invoke. All physics stuff occurs in C++. My problem is that bodes know when they are colliding and do so with great precision. However if I have ...
6
votes
3answers
2k views

2D Platformer Collision/Physics Problems

I'm making a 2D platformer similar to Terraria, although I'm having some problems with some collision detection code. I'm using the code from the AppHub Platformer sample, but tweaked so it fits with ...
1
vote
1answer
608 views

Dynamic bodies with Parallax Scrolling

I have an object that has a dynamic body. Currently, I'm setting it's position to follow the sprite when the parallax layer move. After a certain event, the object suppose to fall to the ground. That'...
1
vote
1answer
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 ...
31
votes
6answers
37k views

How can I implement gravity?

How can I implement gravity? Not for a particular language, just pseudocode...
1
vote
1answer
488 views

Perlin noise example the same on CPU as GPU?

I am looking for an example site with a Perlin Noise implementation in both CPU and GPU, that generates somewhat the same results in those two places. I see many CPU implementations of Perlin Noise, ...
30
votes
2answers
2k views

How'd they do it: Destructible environments in BF:BC2 and BF3

How did the folks at Dice create the destructible environments in the more recent Battlefield games? Did they just assemble the buildings out of predefined sub-regions that break apart when there is ...
22
votes
4answers
3k views

Momentum and order of update problems in my physics engine

This question is a "follow-up" question from my previous one, regarding collision detection and resolution, which you can find here. If you don't want to read the previous question, here's a brief ...
4
votes
3answers
700 views

2D physics library that supports curved surfaces and inverse or boolean shapes?

I've been using box2D for a few months, but I now badly need a physics library which can use boolean shapes (ie; cutting a circle out of a square) and/or curved surfaces. Does anyone have any ...