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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2
votes
1answer
530 views

Gerstner wave function simplified?

The gerstner wave function is a commonly used method to calculate waves and simulate water in video games and movies or most 3d simulations. It is however quite complex so it is very hard for young ...
2
votes
1answer
424 views

3d Water Simulation formula questions

I have created a Grid: At each point along the grid, is a vertex (Intersection Points): Each of these points has an x,y,z position. Vector3f(x,y,z). In an attempt to animate the grid into a group ...
1
vote
1answer
781 views

Game Physics With RK4 Implementation For A 2D Platformer

I been reading about RK4 for physics implementation in a game, so I read in some pages and all people recommend me this page: http://gafferongames.com/game-physics/fix-your-timestep/ This page shows ...
2
votes
1answer
379 views

RK4 integration and Continuous Collision Detection

I'm using this method to detect collision between two AABBs. The algorithm is simple, fast and works great. It uses the relative velocity between the two objects to calculate TOI. This works fine with ...
4
votes
1answer
743 views

RK4 Bouncing a Ball

I am trying to wrap my head around RK4. I decided to do the most basic 'ball with gravity that bounces' simulation. I have implemented the following integrator given Glenn Fiedler's tutorial: /// ...
7
votes
1answer
373 views

RK4, Derivatives, Understanding Game Physics

Gafferon Games has a great article on RK4 Integration for building physics simulations which can be found here: Integration Basics Personally my mathematics and physics knowledge could use ...
22
votes
2answers
12k views

How to make a character jump?

I am currently making a game in C# using Direct X 9.0. The game remake is Donkey Kong NES. I have nearly everything completed, but I am having problems with the physics of Mario's jump. I have ...
7
votes
3answers
294 views

How to take into consideration gravity when moving AI

I'm making a 2D game. There is currently a helicopter flying around, controlled by the player. It's controlled using the arrow keys: UP, LEFT and RIGHT. It's speed along the y axis is dy, and speed ...
0
votes
3answers
81 views

How to apply logarithmic type formula for speed?

I want my character's speed to ramp up using somewhat of a logarithmic formula. I am confused about how specifically I would implement this. I want the character to move fast with a little movement as ...
2
votes
1answer
250 views

Does client side prediction sync with the server in the past?

I've spent some time now messing around and just trying to learn dead reckoning and client side prediction for the fun of it. Most of what I do doesn't need it, so i've never had a need to go down ...
0
votes
0answers
30 views

Steer a flock towards a target? Like in pikmin? [duplicate]

Can a flock be steered towards a target ? I've seen that flocking behavior has the alignement behavior, but can it be directed and steered toward a goal ? ...
0
votes
0answers
18 views

Making an object fly in an arc (a parbola) [duplicate]

I'm making a game where there should be a robot throwing ball-shaped objects at another robot. The balls thrown should fly in the shape of a symmetrical arc. Pretty sure the math-word for this is a ...
0
votes
1answer
46 views

What does it mean to cross a scalar with a vector in a 2D plane?

At the moment, I'm following this page to create a physics engine. As per that page, I need to cross angular velocity by a distance vector to get relative torque and such, but I'm not sure how (in a ...
1
vote
0answers
66 views

velocity of a ball after sliding down a inclined plane? [closed]

I am making kind of a game that involves inclined plane and physics simulation. In the Game a M kg ball at the constant speed of V is sliding up an inclined plane(inclined angle is θ) and the COF of ...
2
votes
2answers
292 views

Physics engine deltaTime and force acceleration

I am working on a physics engine that uses basic Euler integration to compute forces. So, here is the thing: function applyForce (rigidbody, force) { rigidbody.forces.add(force); } function ...
6
votes
3answers
657 views

How do I make a moving object stop smoothly at the end of a path?

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 ...
1
vote
2answers
106 views

How can I compute the movement of an object along a parabola?

I am working on a simple 2D game. In the game, I have a 'robot' that throws a ball towards another robot, in the shape of a parabola. Both 'robots' have the same Y coordinate. The program knows the ...
1
vote
2answers
181 views

How can I get the force of a collision in Love2D?

Is it possible to get the force of a collision between two objects in Love2D/Box2D? If so, how?
4
votes
1answer
230 views

How can I test if an object will “fit” during pathfinding?

I'm tinkering around with a 2d game where obstacles are polygons of arbitrary shapes, sizes and locations, and movable entities (players/enemies) can also be of arbitrary sizes. What's a good general ...
0
votes
1answer
630 views

OBB Collision Resolution: Jittering with Long Rectangles

I have been working on a physics simulation module. Almost everything works properly, but I am having an issue, which I have demonstrated in the following video. http://youtu.be/2L17y9Lme0Q As you ...
1
vote
1answer
195 views

Block player movement

What do i need to keep my player model from going through environment objects like walls, trees etc? Im trying to figure out if should use rigid bodies and the built in physics but i feel that its ...
0
votes
1answer
129 views

Box2D + Citrus Engine - Proper Pong Paddles

I am creating a pong clone for my first Citrus Engine project using Box2D. I've tried two types of paddles, both do not fully work. 1) Paddle is a dynamic body with a restitution of 1.0 and friction ...
0
votes
2answers
4k views

Why would Rigidbody.AddForce not resulting in movement of my objects?

I'm trying to get my card objects to spread out randomly but nothing happens. I know the method is called cause I get the prints in the console for each card. But they don't move. No errors reported. ...
4
votes
2answers
407 views

Why are we not using integers in game physics?

We can use integer for game physics (or without physics, simply object representation): mass, position and rotation, where the integers represent, for example, the number of milligrams, millimeters or ...
-1
votes
1answer
1k views

No collision detected with 2D rigidbody

No collision detected with 2D rigidbody 0 I have a ZombieBoy with a circle collider2D and a box collider2D and a RigidBody2D . The player shots energy balls which has a Circle Collider2D and a ...
2
votes
1answer
200 views

Using Box2D / Physics with Tiles?

Here is my issue. I currently have Box2D setup and working. But, it works with my Entity system. So I can create static objects and dynamic moving ones, and they simulate fine. However, my world is ...
0
votes
0answers
42 views

Collisions and objects going through each other [duplicate]

I am making a 2D game with physics based collisions implemented in it. So objects collide as they should, but if they're going too fast towards each other, when they collide they go through each ...
3
votes
1answer
372 views

Car physics - velocity and latheral force

Im developing simple car racing game. To turn a car, I need to calculate slip angles for each tire and then use those angles to find lateral force (using Hans B. Pacejka magic formula). One thing I ...
1
vote
2answers
66 views

Controls: Rolling on a ceiling

Currently I'm writing an iOS game where the basic movement is rolling. Technically you make the player turn clockwise or counterclockwise. When you tilt the device to the right, you will rotate ...
3
votes
2answers
93 views

Radiometric quantities and time in rendering

Often in papers people use various radiometric quantities, mostly radiant flux, radiant intensity, radiance and irradiance. It seems to me that all of these quantities are dependent on time. For ...
4
votes
1answer
275 views

Why do my velocity estimates have such a large margin of error

I am writing a script in unity that applies a force to the object to advance it a set distance in an environment without friction or drag, producing a cosine force curve. However, as the target ...
2
votes
3answers
238 views

How can I determine trajectory from distance and time, without initial velocity?

I'm attempting to develop a Mortar that needs to lead it's shot to the target enemy. The shot will have a pre-determined constant flight time of (2.5 seconds) and it will have where the enemy should ...
7
votes
5answers
788 views

Is it possible to have vehicles with physics like GTA in an MMO game?

I haven't seen any MMO games with vehicles with realistic physics and that could achieve high speed, why? Is it because of network bandwidth limitations? Second Life has vehicles, but physics are ...
1
vote
2answers
158 views

Collision Scenario, Detection and Response

I have AABB, BSphere, a Polygon Soup, a Triangle, a Plane, a Point and a Ray objects with a collision test that returns 'bool' if two objects collide or not. How can I use the above objects to ...
1
vote
1answer
121 views

Lunar lander: why is my descent module crashing

I've been reading this awesome simulation of the actual Apollo 17 descent: http://www.braeunig.us/apollo/LM-descent.htm I've been trying to make my own simulation using Euler integration, with a time ...
2
votes
1answer
461 views

bullet character controller sliding down any slope gradient

I've been experimenting with the btKinematicCharacterController. I've seen very old complaints that it has issues but I can't find anything recent stating that these issues remain (and nobody ever ...
5
votes
1answer
1k views

Predicting physics/trajectory for pool/billiards games

I'm thinking of making a quick proof of concept of a billiard-style game mechanic, where the player has perfect information of what is about to happen. Here's a good example: I'm only mildly ...
-1
votes
2answers
175 views

Using Geometric Slerp to move Camera

I'm writing a program in C++ using OpenGL and GLM; I'm trying to get my camera to follow my car. So far it successfully follows it around the screen, but I'm having trouble adjusting the Camera's ...
1
vote
1answer
216 views

How can I implement jumping in a 2D game using bounding box collision?

Problem: I'm trying to implement basic jumping to my 2D game engine, but have failed several times. Basically what I've done so far is disabling gravity and using a separate function moving the player ...
-1
votes
1answer
100 views

Can not seem to adjust the speed of my Car

I'm programming in C++, rendering in OpenGL and using GLM for matrix/vector manipulation and I have implemented very (very) basic car controls; ignoring many forces that are present in reality. Since ...
1
vote
1answer
96 views

Farseer - Difference between Position, GetLocalVector, and GetWorldVector

I have used Box2D extensively, and am used to just calling body.GetPosition(). But Farseer does not have this. Instead it has a property Position, as well as methods GetLocalVector and GetWorldVector. ...
11
votes
0answers
2k views

Creating Rope Physics for Unity [closed]

I want to create a bungee jumping-like game in Unity and therefore I need a rope physics. I especially need elastic ropes with capability to pull objects with velocity after a little extension. Do you ...
0
votes
1answer
115 views

Lunar lander: How to calc acceleration in each step

I'm trying to make a lunar lander simulator. I'm going to use a simple Euler integration. AFAIK all I've to calculate is the acceleration in each step, and then I should be able to update velocity and ...
3
votes
1answer
2k 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 ...
8
votes
3answers
390 views

Make fast thing look slow (Box2D)

I'm working on a game that you control a trebuchet to throw balls to the opponent. It's like a game called 'Medieval Siege'. When the trebuchet is swinging its arm, player need to seize the best ...
0
votes
1answer
3k views

Best 3D Physics Engine to use with Ogre [closed]

I am looking for a good physics engine to use with an Ogre game I'm writing. I would prefer for it to be free, open source, mature, simple to use, easy to learn, and flexible. I'm currently thinking ...
0
votes
0answers
38 views

Rotate to face a direction in ODE

I'm trying to code some AI for a space flight simulation game. I have a function called seek that returns the desired velocity to head towards a target. My problem is now applying this to an ODE ...
1
vote
1answer
98 views

How to show the bow string stretching animation (?)

I was wondering how the animation in the angry birds of pulling the slingshot is done. One similar animation is available in this game but with a bow and arrow. I think both of them use the almost ...
1
vote
1answer
353 views

Making player movement direction follow players facing direction

if (controller.isGrounded) { moveDirection = new Vector3 (Input.GetAxis ("Horizontal"), 0, Input.GetAxis ("Vertical")); moveDirection = ...
4
votes
1answer
156 views

How to manage sleep/awake state of physics body

I have a loop, which updates all the physics, inside the loop I'm updating the position of the objects, first thing is the gravity, which pulls all the objects to the bottom. Now my question is, how ...