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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48 views

Decaying velocity for simple ball physics [duplicate]

I am writing a little experimental 2D program in Java to understand the basics of physics in games. I read this article on game physics to get me started and want to implement the simple Euler method ...
1
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1answer
138 views

How to make a character “jump” when leaving an up slope?

I have developed a game in Android using a tile-based system. I´ve implemented 22º, 45º and 67º up and down slopes and everything works (almost) perfect. The problem now is that, when the character ...
0
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0answers
146 views

Farseer: Difficulties with implementation of DebugView

I added the project "Farseer Physics Engine 3.3.1 HelloWorld XNA\DebugView XNA\DebugView XNA.csproj" to my solution explorer in Visual Studio. In addition, I added a reference to my project and the ...
1
vote
1answer
206 views

2D Particle Physics [closed]

I am wanting to write small Particle and ParticleEmitter Classes for a HTML5 Canvas Game (Though, just discussing it in pseudo code is fine) I am not great, at all, at Physics, and I don't want to ...
1
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1answer
154 views

How to handle NPCs and other entities on moving objects like trains or planes [duplicate]

I was always wondering how trains or other moving platforms are implemented in games. For example: there a many games where you can walk on the back of a truck or on a train that starts to move. ...
0
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1answer
54 views

Farseer: RemoveBody is not working [closed]

I want to remove bodies after they touched the character(playerrect). But the bodies get not removed. I set a breakpoint in the following line but it doesn't get yellow: ...
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1answer
205 views

Calculating an orbit and approach velocties

I have drones in my game that need to approach and orbit a node and shoot at it. Problem is I want to stay away from a real physics simulation, meaning I don't want to give the node and drone a mass ...
1
vote
1answer
105 views

Farseer: How can I remove a body?

I have many sensors(coins) in each level and I want to remove the sensors(coins) when the player rectangle(Mario) touches them. I check in OnCollision if Mario touches a coin, if he touches it, it ...
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2answers
226 views

How would I apply gravity to a bullet so that it would drop slightly the longer that it travels?

How would I apply gravity to a bullet so that it would drop slightly the longer that it travels? I somewhat understand how the gravity works, Im just asking for second opinions for more optimized ...
5
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2answers
575 views

How to make a fan like behavior

I am making a game in Unity. I have an object e.g. cube. I want to release air from it like fan so that when other cubes come closer, it throws them away. What velocity,force etc I will need to do ...
-1
votes
1answer
530 views

“Car” movement in 2D dimension [closed]

I am searching for a simple tutorial how to add arcade car physics for my game. Exactly same user units behaviour i found in next games: Tank Hero: Laser Wars Death Worm: Video: ...
2
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4answers
4k views

box2d and constant movement

i'm developing a game with a top down view, the players body is a circle. To move the character you need to tap on the screen and it moves to the spot. To achieve this i'm saving the coordinate of ...
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1answer
48 views

Farseer: Difficulties with ContactListener

How can I register the ContactListener in XNA? In the box2d manual is written: 9.4 Contact Listener ... At run-time you can create an instance of the listener and register it with ...
1
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3answers
208 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 ...
1
vote
2answers
1k views

Ignoring collisions without using physics layers [duplicate]

Trying to ignore collisions between certain prefabs, but in this case I don't want to use layers since these are specific object pairs that I want to not collide, and creating a layer for each prefab ...
2
votes
1answer
454 views

How to calculate collision normal between two AxisAlignedBox's?

I'm writing a physics simulation in Ogre3D and I'm trying to figure out how to calculate the collision normal between two Ogre::AxisAlignedBox's. I am checking for collisions using the "intersects" ...
0
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1answer
160 views

2D object move & evade obstacle

Description: Actor{ int x,y,width,height; float speed, angle; } actor is an object that move around the map every frame, actor change position(x,y) according to it’s speed & angle ...
4
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1answer
182 views

How do I make a tile passable in one direction only?

I want that my character can jump through some of the tiles, like Mario does in this video: http://www.youtube.com/watch?v=zIPYzbNrNhc In this video, Mario jumps up through orange platforms, but ...
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1answer
130 views

Farseer: are you missing a using directive or an assembly reference?

I want to create a polygon in Farseer. I found an example in the documentation but it's not working because I get this error message: The type or namespace name 'Vertices' could not be found (are you ...
0
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1answer
95 views

Farseer: Ball is not getting slower

The ball is not getting slower when it rolls over a straight platform. I added friction but that changed nothing, the ball still gets not slower. I want that the ball gets slower and slower and stops ...
1
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2answers
327 views

How to correctly create bullet rigid from custom .mesh in Ogre?

Being new to 3d programming and bullet physics in particular, I am wondering how a 3d model or the mesh generated out of it effects the accuracy of bullet physics simulation. I have written a ...
0
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1answer
163 views

Farseer: Ball is not bouncing realistically

I created a ball that is rolling over platforms. When it falls from one platform to another, it should bounce just like in real life, but the ball keeps bouncing constantly and I don't know how to ...
0
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0answers
43 views

3D Sandbox game: Detecting when a block is no longer attached to the ground [duplicate]

I've been playing "Ace of Spades" recently, mostly because my son likes that. They have a feature that my son calls "gravity", but I don't know the official name. Anyway, the effect of "gravity" is ...
0
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0answers
30 views

Farseer physics engine: The name 'ConvertUnits' does not exist in the current context [duplicate]

http://digitalerr0r.wordpress.com/2012/03/11/farseer-physics-in-xna-4-0-for-windows-phone-1/ I tried this Farseer tutorial but I always get that error message in the following lines: ...
2
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1answer
249 views

Separation algorithm in flock simulation?

I'm using box2d (the c++ one). I found a method for an arriving behavior (on http://www.red3d.com/cwr/steer/gdc99/ ), which works well, problem is, the bodies are bumping into each other and it ...
4
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3answers
539 views

Calculating buoyancy force

I am trying to simulate a buoyancy force for objects submerged/suspended in a fluid in a 2D environment. According to Game Physics: Engine Development: How to Build a Robust Commercial-Grade Physics ...
-4
votes
1answer
124 views

How to use a physics engine for collision detection? [closed]

I want to use Box2D.XNA or Farseer for collision detection in my 2D game, but I don't know how to start. I added Box2D.XNA to my solution, but I don't know how to create rectangles, circles or ...
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5answers
865 views

Collision detection logic

Edit 2 In the following picture sprite1 (the red square) is hitting the platform from the left, so: sprite1_rightEdge>platformSprite leftEdge would be true, so I can simply reposition ...
6
votes
1answer
227 views

Looking for very simple implicit integration example

I am trying to design a robust cloth system. I have no problem at all simulating things like that using forward integration such as euler, midpoint, runge-kutta, verlet, etc. However, I just can't ...
5
votes
1answer
432 views

Calculate gears rotation for a realtime simulation

Hi I'm trying to do a game with real time simulations of gears. There is a big Gear with inside a smaller gear. I managed to draw gears with different diameters but equal size teeth, but if i try to ...
32
votes
6answers
4k 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 ...
4
votes
5answers
5k views

Box2D physics editor for complex bodies [closed]

Is there any editor out there that would allow me to define complex entities, with joins connecting their multiple bodies, instead of regular single body entities? For example, an editor that would ...
1
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1answer
152 views

How to implement deceleration and stopping over a certain distance [duplicate]

So I have a a character, say a spaceship. It needs to move distance R, and in direction T (Theta). So say if The object is at (0,0), and it needs to get to (4,3), it has R = 5 and T = about 36 ...
2
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2answers
141 views

Creating shattering effects without having to use actual physics?

For certain effects like glass shattering and falling objects cracking to reveal their inner contents, are there any tricks or ways to implement these fracture physics without having to use actual ...
2
votes
2answers
265 views

Applying Angular Acceleration in a Basic Physics Model

I'm attempting to use a basic physics system to create an arcade flight model. So far I have managed to get the aircraft moving forward, apply gravity, etc. However, after trying to implement torque I ...
11
votes
5answers
1k views

How could you parallelise a 2D boids simulation

How could you program a 2D boids simulation in such a way that it could use processing power from different sources (clusters, gpu). In the above example, the non-coloured particles move around ...
8
votes
2answers
368 views

Drone targeting

Imagine a "drone" and a target point on a 2d plane. There are eight parameters: P = my position Q = target position V = my velocity I = my moment of inertia w = my angular velocity s = my angular ...
1
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1answer
224 views

Getting BEPUphysics to draw its entities

Isn't there a way, to force BEPUphsyics to show what it is doing? I am here with my existing XNA project, starting to put in BEPUphysics, but I am not seeing what it is doing. Take my model for ...
0
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0answers
35 views

Mixing kinematics and dynamics in ODE

I am trying to do some animations on characters with a variety of body plans. I am trying to make a system that uses IK for moving end effector positions (some of the time), and use the actual ...
0
votes
2answers
118 views

making different kind of bullets [closed]

I have an enemy which shoots 3 different kind of bullets. They are of different sizes, speed, and representation (rectangle, oval, and a more classic bullet). Should they be 3 separate classes or ...
0
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1answer
66 views

Implementing Frame of reference for physics calculations

How would I alter physical calculations to account for frame of reference of a physical body? Currently I have a world that is a collection of rigid body objects that act on each other. There is no ...
8
votes
1answer
256 views

How do I fix objects “popping” or jittering in physics engine?

I've got a simple physics engine that solves collisions by simply correcting the position of overlapping bodies (just circles for now) directly, as opposed to just changing the velocity or applying an ...
-1
votes
1answer
144 views

Is there any physics engine for XNA? [closed]

I am an XNA game developer. I am now starting to develop physics games on XNA but the problem is that I don't know about any physics engine desinged for XNA. Please if you know about it kindly help ...
11
votes
1answer
930 views

Pathfinding on a uneven planetary surface

My question is what would be the best approach to pathfinding on an uneven planetary surface? Background Information I have created a planet from displacement mapping 6 sphere projected planes. ...
10
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4answers
2k views

How do fluid dynamics work?

How would I go about implementing fluid dynamics in a game, such as can be seen in this video?
5
votes
1answer
232 views

Automatically generate low detail collision meshes

I lately integrated Bullet Physics into my little game engine, but for now I only use basic shapes as spheres or boxes for collision checks. For more realistic physics I need collision meshes for all ...
0
votes
2answers
132 views

Problem with sensor in box2d [closed]

I have two bodies: one green static sensor (spikes) and one orange dynamic body (brick). I have bullet and it's a dynamic body too, but with bullet flag set. My problem is that when the bullet is ...
1
vote
1answer
541 views

Is using Box2D for simulating gravity “in space” a good idea? [duplicate]

I'm attempting to write a simulation of a solar system of planets in 2D space that are attracted to each other through Newton's law of universal gravitation. I know that it is possible to simulate ...
2
votes
3answers
501 views

Integrating Scene Graphs and Physics Engines

For some specific reasons, i will have to use a graphic engine based on Scene Graphics with a Physic Engine without this concept. I was thinking about a clear way to integrate both representation but ...
35
votes
3answers
7k views

2D water with dynamic waves

New Super Mario Bros has really cool 2D water that I'd like to learn how to create. Here's a video showing it. When something hits the water, it creates a wave. There are also constant "background" ...