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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1
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3answers
222 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
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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
274 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
192 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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votes
1answer
310 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
103 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
187 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
426 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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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
368 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
143 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
758 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
198 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
170 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 ...
3
votes
2answers
168 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
226 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
300 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
393 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 ...
0
votes
2answers
121 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
votes
1answer
70 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
282 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 ...
6
votes
1answer
253 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 ...
0
votes
1answer
370 views

Is there a “box2d without physics” lib (only for collision detection)?

Box2d Collision detection algorithms are probably the best ones out there. Unfortunately, they are bundled together with a realistic physics engine that I don't need. Is there an open source project ...
11
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1answer
1k 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. ...
5
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1answer
270 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 ...
-1
votes
1answer
147 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 ...
1
vote
1answer
732 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
2answers
154 views

implementing a 2d looping using a physics engine

I am implementing a 2d mobile racing game. I have already implemented a 2d terrain using a physics engine (using edges). Now i would like to implement a looping very similar to the one in the old ...
1
vote
2answers
289 views

How can I manage large numbers of objects in a physics engine? [duplicate]

MY friend and I are programming a game and I decided to give the physics engine a try. I was able to get a class working where it would calculate out the total force on a model and apply the correct ...
1
vote
1answer
177 views

Simple 3D particle gravity in javascript? [closed]

I'm trying to do some simple gravity handling in my 3D environment (I'm using three.js). I've got some code, but it doesn't work. I'm hoping it's just a silly bug somewhere. Note: This is a ...
11
votes
2answers
907 views

Implementing a homing missile [duplicate]

I'm having some trouble implementing a homing missile that satisfies what I'm looking for. I have already tried the Seeking and Arrival behaviours described in this link, but none of them were what I ...
-1
votes
1answer
184 views

Creating physics in xna

I am creating a racing game using visual studio 2010 and xna 4.0. I'm trying to create some simple physics so my car sticks to the heightmap I have created within my game world and the model adjusts ...
2
votes
1answer
543 views

Physics engine for Billiard game [closed]

I need to write a simple 3D billiard game using OpenGL. Which physics engine is simple and best to use in this case? Or it's better to write physics by myself?
1
vote
1answer
93 views

Physics Simulation - Pushing an object with user control

I'm working on a 2D game engine using C, SDL and OpenGL. Have worked out basic graphics, physics, and broad phase collision detection. I am trying to realistically simulate "pushing" objects around. I ...
1
vote
1answer
338 views

Swarm/crowd movement with box2d?

Apart from using b2Body::setTransform(), are there other ways to move a body around while keeping its dynamics ? I want to move several bodies at the same time into one direction, pretty much like ...
2
votes
3answers
1k views

How should I calculate the new angle/direction of my ball hitting a wall? [duplicate]

I'm building a Pong game and I am stuck at how the ball should bounce when hitting a horizontal wall. I tried a few methods but none seems to work. So far I have an update method, which is called ...
1
vote
2answers
408 views

Regarding physics engines and the GPU

The rigid body physics engines that use a "bounding box" for collision detection, I am aware of how they are created. What I want to know is, is there a physics engine that does not use "bounding ...
0
votes
1answer
143 views

Gravity/collision problems: models jumping

I'm pretty new to Unity3D game engine and game development, so don't judge me strictly. I import a model of the rail track, add rigid body component (with mass 1 and use gravity flag) and box collider ...
3
votes
1answer
364 views

Realistic 2D Planetary Physics Engine?

I'm doing a spaceflight simulator in C++ (using Allegro 5), and I realised that I could just use a physics engine instead of writing my own physics. So that's what I'm doing. Since this is going to ...
0
votes
3answers
482 views

How to make 2d map that isnt based on tiles

I am working on a game, and need to make a 2d map that isnt based on tiles. An example of something similar to what I want is all those racing games like "bike race" where the map is just somewhat a ...
4
votes
2answers
282 views

How to implement homing missiles with loops while in transit?

I have implemented missiles that steer towards a target, however this feels kind of boring. I want to add loops! Loops are cool! To do this I thought I could use catmull-rom splines, but that seems ...
0
votes
1answer
146 views

Simulating building stress [closed]

I need to simulate the effects of adding supporting materials to a building structure for a genetic algorithm in a block-based world. Essentially I am planning to use a genetic algorithm to optimise ...
1
vote
1answer
256 views

Pick and Drop the Ball Testing Without Replicating the Physics Frame

I am making a program that pick, drag, and drop the ball. In real life, once you pick the ball and drop it, whenever the available object is (what you see is what you get) will only be picked and ...
10
votes
3answers
516 views

How to implement collision detection of portals?

For example, take this scenario (excuse my horrible drawing skills): This is based on "Portal", where the stickman is going through the blue portal (which is linked to the red portal), but there is ...
5
votes
1answer
818 views

2D car physics and high speed turning

I've been looking at the following page, which has been very helpful: http://www.asawicki.info/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html but have come into problems with the ...
3
votes
1answer
352 views

Fluid Particle Grid

So recently I have been looking at some fluid simulation techniques, specifically Smoothed Particle Hydrodynamics. One of the key components is a grid to avoid O(n^2) searches. I have been having some ...
4
votes
2answers
479 views

Simulate forces on a connected chain

I'm building a 2D space game where the player uses a chain to grab on to nearby asteroids. The asteroids move along a specific path with a constant velocity. The chain has a maximum length L and ...
6
votes
3answers
372 views

How can I change the acceleration of an object to arrive at a particular time?

I'm trying to write some code to change an acceleration factor so a ball will arrive at a destination in a desired time. The problem is I don't know time (t) but I do know I want it to arrive at (t - ...