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
194 views

Implementing a time scale in game with fixed physics update

I'm currently putting together my game loop based on the "Fix Your Timestep" article at gafferongames.com. This is going fine, but I'm also trying to implement a 'time scale', i.e. a way to control ...
1
vote
1answer
198 views

Calculating distance by force

I am trying to predict a ball(sphere) movement. The formula of force which I know is Force=Mass*Accelaration What I want is how can I get distance or displacement by giving particular force? I want ...
4
votes
3answers
255 views

Programming atmosphere for game

I've recently started making game and I want to implement there an atmosphere. My plan is to include in game many compartment, tubes and ventilations. For example if I open and airlock from room with ...
2
votes
1answer
259 views

How do I make my camera follow a Box2D object?

I'm implementing a camera in my game. It worked for regular objects, but I began using Box2D and obviously things changed a bit. I have a Body object that I want to draw at the center of the screen. ...
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 ...
2
votes
1answer
315 views

Box2D: Asteroids-Like Spaceship Physics

I'm new to Box2D (JavaScript) (and the world of physics/mathematics) so I'm having a hard time working out the methods I need to use to make a spaceship act like it does in the classic arcade game ...
1
vote
1answer
257 views

How should I invoke a physics engine?

I'm new to writing games. I'm planning to write a 2D battle game which may require an physics engine. Suppose I've written one, but how can I combine it with the main routine of my game? Should I ...
0
votes
1answer
465 views

Box2d contant speed before and after collision

I want to make my body fly at constant speed, how to make it fly at constant speed before and after collision? I set restitution of my body to 1.0 but after some direct and powerful collisions my ...
0
votes
0answers
88 views

Game physics movement

I am trying to write some code in Pygame that will achieve smooth movement from place to another. I've been able to do some nice physics for jumping but when I need to move horizontally I am not sure ...
4
votes
2answers
378 views

Modular spaceship control

I am developing a physics based game with spaceships. A spaceship is constructed from circles connected by joints. Some of the circles have engines attached. Engines can rotate around the center ...
4
votes
2answers
243 views

Game physics presentation by Richard Lord, some questions

I been implementing (in XNA) the examples in this physics presentation by Richard Lord where he discusses various integration techniques. Bearing in mind that I am a newcomer to game physics (and ...
0
votes
1answer
438 views

Detect when a bullet rigidbody is on ground

I have a rigidbody that is on top of a plane or another rigidbody. How do I check if said rigidbody is on top of it? I tried to check the Y-part of the velocity but it is never 0, it is always a ...
3
votes
0answers
133 views

How to make the Angry Birds “shot arch” dotted line? [duplicate]

I am making a game that includes 2D projectile flight paths like that of Angry Birds. Angry Birds employs the notion that a previous shot is shown with a dotted line "arch" showing the player where ...
2
votes
1answer
179 views

Using Box2D for range detection?

I have two entities. One has a sword, one has a bow and arrow. When the bow entity is 100 units away, he needs to begin attacking. Likewise, when the sword entity is 10 units away, he needs to begin ...
0
votes
0answers
93 views

Tension Force is zero

And it's not supposed to be. I've been pulling my hair out for a while trying to figure out why... The values used in T = F - ma are below: mass of first body: 1 kg acceleration: [0, 9.80665] (as a ...
8
votes
3answers
894 views

Are collision detection always O(n^2)?

Are physics engine able to decrease that complexity, for example by grouping objects who are near each other and check for collisions inside this group instead of against all objects ? (for example, ...
1
vote
2answers
305 views

Jump without bouncing in physics engine

I am using Ogre3D as my rendering API, and OgreBullet as my physics engine. I have an test entity that when the y part of the velocity is 0 and spacebar is pressed, the velocity changes to, lets say: ...
0
votes
2answers
164 views

Physics for space game [duplicate]

I am making a space game where you fly a ship. I am trying to work out the physics for such a game and so far came up with: var thrust; //between 1 & 100 how much the engines are pushing var ...
2
votes
1answer
134 views

Farseer: Shooting a ball in a certain angle?

How can I shoot a ball in a certain angle? When I press the Space key, the ball should be shot in a 45 degree angle. How can I do that?
0
votes
0answers
51 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
vote
1answer
148 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
votes
0answers
184 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
169 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
votes
1answer
61 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: ...
1
vote
1answer
125 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 ...
0
votes
2answers
254 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
votes
2answers
650 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
649 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: ...
0
votes
1answer
51 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 ...
3
votes
1answer
206 views

Is it possible to get the colliding sides using the separating axis theorem?

The title says it all, is it even possible to get the colliding sides? I'm checking for collisions between two OABBs, which works fine using SAT. Now I want to set the moving object's velocity to the ...
1
vote
3answers
218 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
2k 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 ...
3
votes
2answers
268 views

When to detect and respond to collisions?

I've usually implemented collision detection like this in the past: Move entity Check if it collides with anything Resolve the collision by moving it back That's also the approach employed by most ...
4
votes
1answer
190 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 ...
-3
votes
1answer
240 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
votes
1answer
101 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 ...
0
votes
1answer
179 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
votes
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 ...
1
vote
2answers
402 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
votes
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
votes
1answer
327 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
votes
1answer
133 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 ...
4
votes
3answers
696 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 ...
0
votes
1answer
187 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 ...
1
vote
1answer
165 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
votes
2answers
161 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 ...
1
vote
1answer
222 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
vote
1answer
276 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
votes
5answers
1k 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 ...
8
votes
2answers
387 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 ...