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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6
votes
1answer
266 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 - ...
12
votes
3answers
11k 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
565 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
436 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
2k 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? ...
3
votes
3answers
831 views

2D Ragdoll - should it collide with itself?

I'm working on a ragdoll fighting game as a hobby project, but I have one dilemma. I am not sure if my ragdoll should collide with itself or not, i.e. if ragdoll's body parts should collide. 2D ...
1
vote
1answer
294 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
818 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 ...
13
votes
3answers
2k views

Powder games: how do they work?

I recently found these two gems: http://powdertoy.co.uk/ http://dan-ball.jp/en/javagame/dust/ My question is: How are the physics with so many elements efficiently handled? Am I just severely ...
6
votes
2answers
492 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
221 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
803 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) ...
6
votes
1answer
1k 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 ...
6
votes
1answer
2k views

What causes Box2D revolute joints to separate?

I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to ...
1
vote
1answer
1k 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 ...
9
votes
1answer
2k views

Who know how to implement the 2D bone animation showed in the game?

I wonder how do they implement the bone animation in the flash game http://www.foddy.net/athletics.swf Do you know any study materials which I can start to learn 2D bone system from? I just ...
12
votes
5answers
3k views

2D platformers: why make the physics dependent on the framerate?

"Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is ...
1
vote
1answer
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 ...
5
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 ...
28
votes
5answers
9k 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 ...
36
votes
6answers
9k 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
728 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
342 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 ...
35
votes
2answers
7k 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 ...
7
votes
3answers
2k views

Resources to learn programming rigid body simulation

Where I can start learning about simulating rigid bodys 2d and 3d ?
19
votes
1answer
10k views

Quad tree vs Grid based collision detection

I'm making a 4 player co-op r-type game, and I'm about to implement the collision detection code. I've read a lot of articles and stuff about how to handle collision detection, but I'm having a hard ...
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
283 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 ...
2
votes
2answers
226 views

I'm trying to learn the “digital physics” required to do a floating network of spheres

If that is even what it is called. What I am trying to do it: http://asterisq.com/products/constellation/roamer/demo Can someone please point me to towards a book or in vaguely the right direction? ...
9
votes
2answers
5k 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
2k 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
830 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 ...
6
votes
4answers
371 views

How do I model a gooey sprite?

I happened to see this structure of a gooey player character made in flash. Can anybody suggest onto what computer science concept I should use to make a goo make it behave like a goo Thanking ...
4
votes
3answers
729 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. ...
2
votes
2answers
5k views

Arc'd jumping method?

Okay, so I'm making a platformer, and I wanna know how I can make a arc'd jump easily. Like what Mario does in super Mario Bros 1. Any ideas on a simple way to accomplish this?
5
votes
1answer
502 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. ...
6
votes
4answers
380 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 ...
7
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
852 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
918 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
701 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

Determing an object's position along a curve over time

I have some objects in my game which are "thrown". At the moment I am trying to implement this by having these objects follow a parabolic curve. I know the start point, the end point, the vertex and ...
10
votes
4answers
2k views

How do I implement deceleration?

I say "deceleration" because I'm not using acceleration at the moment; what I mean is moving the velocity back towards zero, eventually stopping. I'm new to vectors and not so great with physics and ...
18
votes
6answers
12k views

How do I build a 2D physics engine? [closed]

The most advanced games I've made are a 8-ball pool game made with the physics engine Box2dFlashAS3 and a platform game with levels. When I did platform games, I've always wished to know how to make ...
6
votes
3answers
3k 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.
9
votes
1answer
2k 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
445 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 ...