Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.
1
vote
2answers
96 views
How do I apply a force using the object direction and speed?
I have a 3D object moving and I need to be able to apply forces to it such as gravity. In 2D, I would simply store its movement in dx and dy, but since this is in 3D, I am using a Vector3D direction ...
6
votes
1answer
231 views
How do I detect ledges?
In my game, I'd like my character to be able to grab and hold onto ledges, and to be able to pull themselves up if there's room to do so.
How do I detect if there's a ledge, and if the character has ...
1
vote
1answer
69 views
How do I prevent a KActor from changing the orientation of its Z-Axis?
So I have an object that inherits from KActor that I would like to behave as a dynamic physics object, but I want its Z-Axis to remain upright, but very stiffly. I've tried the bStayUpright that ...
0
votes
2answers
1k views
How to implement explosion in OpenGL with a particle effect?
I'm relatively new to OpenGL and I'm clueless how to implement explosion. So could anyone give me some ideas how to start? Suppose the explosion occurs at location $(x, y, z)$, then I'm thinking of ...
5
votes
3answers
306 views
'Spring' physics
I'm trying to put together a struct or a method of some sort that will allow me to check the relative position between two objects, and if they're too far apart, apply a force that will draw them ...
1
vote
1answer
336 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, ...
2
votes
0answers
224 views
Nape physics - Moving a body
Hey I'm currently getting started with physics engines and I set up a body (box shaped) which represents my character.
Question: Which methods can I use to move a Nape.Body aka my char?
I tried so ...
0
votes
2answers
339 views
Circle physics and collision using vectors
This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want ...
2
votes
3answers
1k views
Game physics / 2D Collision detection AS3
I know there are some methods you can use like hittestPoint and so on, but I want to see where my movieclip colliedes with another another movieclip. Any other methods I can use?
by any chance does ...
0
votes
3answers
336 views
Can these game be fully coded in html5/javascript?
I mean the mechanics of the game. Would it be possible?
-Pokemon GBA series, rendering the world would be easy, but what about battle mechanics?
-MapleStory, after seen dragonbound.net which is an ...
5
votes
5answers
426 views
How do I implement deceleration for the player character?
Using delta time with addition and subtraction is easy.
player.speed += 100 * dt
However, multiplication and division complicate things a bit. For example, let's say I want the player to double his ...
5
votes
1answer
148 views
Physics-based dynamic audio generation in games
I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content ...
2
votes
1answer
402 views
Trouble with AABB collision response and physics
I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and ...
1
vote
0answers
114 views
Updating physics for animated models
For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter)
The problem is that the update process for the animated models takes too long.
Thats what I do:
Each ...
6
votes
3answers
356 views
Smooth waypoint traversing
There are a dozen ways I could word this question, but to keep my thoughts in line, I'm phrasing it in line with my problem at hand.
So I'm creating a floating platform that I would like to be able ...
2
votes
1answer
257 views
Simple (and fast) dices physics
I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port).
I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ...
2
votes
1answer
247 views
Making AI jump on a spot effectively
How to calculate, in 3D environment, the closest point, from which an AI character can jump onto a platform?
Setup
I have an initial velocity V(Vx,Vy,VZ) and a spot where the character stands still ...
2
votes
1answer
399 views
Friction in 2D game
I'm developing a 2D platformer, although this question could probably apply to just about any 2D type physics; What is the equation for friction? I have sort of a hacky type of friction set up in my ...
4
votes
1answer
258 views
2D Magnet-like repelling behavior
If somebody wanted to develop a system between two intersecting rectangles so that the rectangles would, in a gradual process, push eachother away from one another until no longer intersecting, with ...
1
vote
1answer
102 views
Jump pads problem
I'm trying to make a character jump on a landing pad who stays above him. Here is the formula I've used (everything is pretty much self-explainable, maybe except character_MaxForce that is the total ...
1
vote
1answer
143 views
2D Physics Engine to Handle Shapes Composed of Multiple Densities XNA
The game I'm working on involves shapes that might be composed of multiple materials in a variety of ways. Let's just take for example a wooden rod with and sizable tip of iron or say a block composed ...
4
votes
1answer
227 views
2D Car Simulation with Throttle Linear Physics
I'm trying to make a simulation game for an automatic cruise control system. The system simulates a car on varying inclinations and throttle speeds.
I've coded up to the car physics but these do note ...
4
votes
1answer
227 views
Techniques for displaying vehicle damage
I wonder how I can displaying vehicle damage.
I am talking about a good way to show damage on screen. Which kind of models are common in games and what are the benefits of them? What is state of the ...
2
votes
1answer
270 views
Implementing a wheeled character controller
I'm trying to implement Boxycraft's character controller in XNA (with Farseer), as Bryan Dysmas did (minus the jumping part, yet).
My current implementation seems to sometimes glitch in between two ...
1
vote
1answer
271 views
Strange behavior of RigidBody with gravity and impulse applied
I'm doing some experiments trying to figure out how physics works in Unity.
I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider.
I'm ...
1
vote
1answer
612 views
Understanding Unity3d physics: where is the force applied?
I'm trying to understand which is the right way to apply forces to a RigidBody.
I noticed that there are AddForce and AddRelativeForce methods, one applied in world space coordinate system meanwhile ...
7
votes
3answers
733 views
Physics not synchronizing correctly over the network when using Bullet
I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up.
I've implemented a custom motion state which reads and writes the transform ...
4
votes
1answer
745 views
Correct way to use Farseer Physics in XNA
I am using Farseer Physics for my 2D sidescroller game and I'm not sure how to proceed with it. I currently have a Sprite class (handles nothing but graphics), a GameObject class (contains specific ...
4
votes
1answer
749 views
making a box2d body move along a Bezier curve/ arc path
I have been trying to make a box2d body move along a Bezier curve/ arc path. Most of the posts I've seen recommend an approach of manipulating SetLinearVelocity and SetTransform to arrive at an ...
1
vote
1answer
560 views
Acceleration Based Player Movement
Ok, so I am making a first person shooter game and I am currently working on movement that looks and feels good. I want to incorporate acceleration based movement for the player so that he has to ...
1
vote
2answers
196 views
Platformer gravity where gravity is greater than tile size
I am making a simple grid-tile-based platformer with basic physics.
I have 16px tiles, and after playing with gravity it seems that to get a nice quick Mario-like jump feel, the player ends up moving ...
6
votes
2answers
355 views
multiplayer networking with physics
I'm curious how multiplayer networking with physics is implemented in racing games.
We have a physical world with multiple fast-moving vehicles controlled by different people.
Let's say that vehicles ...
1
vote
2answers
177 views
Confusing box2d forces
Hello Friends.
This is my demo game screen-shoot. Here i am using three buttons. Right-bottom button is used for jump and left-bottom buttons used for move left and right.
I have some questions
1) ...
0
votes
1answer
97 views
Calculating a line's normal for the purposes of collision
Given a line defined as two points in screen coordinate space (which themselves are two 2D vector positions) how would I calculate a 2D Vector perpendicular in the "up" direction for determining a ...
0
votes
1answer
250 views
moving box2d bodies in an arc or curved path
How can I make a b2Body move in a arc-like or curved path? I have heard about cocos2d Bezier curve function (ccBezier) but this is for moving cocos2d sprites. Or can it be modified to move box2d ...
-1
votes
1answer
275 views
Breakout… Getting the ball reflection X angle when htitting paddle / bricks
Im currently creating a breakout clone for my first ever C# / XNA game. Currently Ive had little trouble creating the paddle object, ball object, and all the bricks. The issue im currently having is ...
4
votes
1answer
3k views
How to detect collision in Unity3D without rigid bodies?
The target platform of my game is mobile devices therefore I try to develop it performance oriented. It will be a strategy game so I don't really need physics in it, consequently I did not add ...
6
votes
2answers
640 views
How to implement friction in a physics engine based on “Advanced Character Physics”
I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself ...
2
votes
4answers
390 views
Math and physics, where to start?
the only math I know how is to add the velocity to position. Thats it. i would like to know how to do more stuff, physics, collision detection with stuff other than perfect circles, etc.
But where ...
0
votes
1answer
280 views
Platforming - Hanging off of cliffs and edges? [duplicate]
Possible Duplicate:
Programming a climbing system like tomb raider
I've been interested in platforming gameplay dynamics for a while now. What I'm trying to ask is how games like Assassin's ...
0
votes
1answer
243 views
Bullet impact or force on cube in Blender
Hoping someone here may be able to help. I'm new to Blender (and game development/3d modelling) and have been following some tutorials online to get me started. I am building a very basic FPS just to ...
0
votes
0answers
110 views
Rendering light rays that intersect the viewport but have off-screen sources (XNA)
I am creating a very simple 2D navigation app in XNA. The grid/world starts at (1,1) and carries on to infinity in the East and South directions. The view-port shows the world without any scaling ...
0
votes
1answer
327 views
android basic Movement for array-objects
I was adviced to start a seperate question for this so here I go. Been stuck so long with this do if you can help, please do.
Lets get to it!
Im trying to set the speed for my bullets, but since Im ...
0
votes
0answers
204 views
Java Collision Detection of a Slope using a Gradient [closed]
Im testing out collision detection for a game, The ball is traveling and i need to know when the ball hits a sloped line.
For this example i have used the whole screen, with a sloped line going from ...
2
votes
1answer
279 views
android game-logic for shooter
Im creating a 2d game for android.
I'll just get right to it. I have a sprite controlled by a joystick that needs to shoot, sofar Ive managed to get direction and movement on my bullet, but then I ...
0
votes
2answers
473 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 ...
1
vote
1answer
166 views
Stopping an object after applying an impulse or force?
I'm having a small issue where after applying an impulse or force it is impossible to actually get an object to stop, i.e. a velocity of zero.
This code is run every 1 / 60 of a second:
void ...
3
votes
2answers
300 views
what is the name of the group of properties: position, velocity, acceleration, rotation
They say naming things is one of the hardest problems in computer programming, they were right.
Given the pseudocode below, what is a more appropriate name for this collection of properties?
Course, ...
0
votes
0answers
55 views
limiting a sprites movement after a mouseJoint is released
I have created a weldJoint between two sprites and I also created a method (spritePositionRelease) that returns the exact position of a sprite when a mouseJoint is released. I want to track the ...
2
votes
2answers
374 views
android 2d bullet-spawn (shooting)
This will be a quick question since Im pretty sure I'm overlooking something small that I for some reason cant see.
My sprite is moved using a joystick, and I want my sprite to be able to shoot. I've ...
