Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.
2
votes
1answer
660 views
Platformer Starter Kit - Collision Issues
I'm having trouble with my game that is based off the XNA Platformer starter kit.
My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision ...
0
votes
1answer
318 views
Calculating instantaneous speed and acceleration for a simple car software model
I am trying to model a speedometer and tachometer for a simple software model of a car dashboard. I want this to be relatively simple, so for my purposes I won't likely simulate variables such as drag ...
2
votes
1answer
227 views
Units of measurement in a tile world
I've started to make a 2D sidescroller, the camera and world rendering works as I expect, but now comes the physics part of world.
What I need is that one tile in x or direction should correspond to ...
1
vote
1answer
249 views
From simple physics with a ball, to a more complicated shape
Hello fellow game devs and stack overflowers...
I recently made a transition from OpenGL ES 1.1 to 2.0 (on Android via NDK) and things are going well so far. I'm working on doing a dice rolling ...
16
votes
2answers
3k 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 ...
3
votes
1answer
201 views
Framerate control and physics engines?
I am reading this article on how to control the framerate and physics calculations.
But in the game I am writing, I use a third party physics library and the only thing I do to update my physics is ...
1
vote
2answers
457 views
How to implement physics and AoE spells in an MMO game?
I'm making a game which will be completely centered around PVP battlegrounds and arenas. Think something like WoW, but with the RPG part removed. There will just be a lobby, where you can join a ...
-1
votes
0answers
64 views
ball 2d animation [duplicate]
Possible Duplicate:
canvas ball physics animation
I want to animate ball in html canvas like this.
ctx.beginPath();
ctx.arc(75, 75, 10, 0, Math.PI*2, true);
ctx.closePath();
ctx.fill();
...
0
votes
1answer
361 views
Specific Physics Lessons and Reference for Game Development
What "Physics stuffs" should I learn in game developments? I'm reading about Verlet Integration, and I'm wondering what other lesson should I learn and if there are available resources can you please ...
1
vote
3answers
289 views
2D Physics in a networked game (iOS)?
I am researching the possibilities for a new iOS game. It's going to be a run-n-gun type platformer, and I'm looking into the possibility of co-op multiplayer.
The game itself wouldn't be very ...
2
votes
0answers
152 views
How can I stop my Jitter physics meshes being offset?
I'm developing a C# game engine and have hit a snag trying to add physics. I'm using XNA for graphics and Jitter for physics. I am trying to split the XNA model into it's meshes, then create a ...
0
votes
1answer
376 views
what is the difference between CCSprite and a PhysicsSprite?
I am new to Cocos2D and I've realized that most of the codes written before the Cocos2d update used CCSprites. Recently I realized a lot of more recent codes after the update are using PhysicsSprite. ...
9
votes
6answers
2k views
Ball Physics : Smoothing the final bounces as the ball comes to rest
I've come against another issue in my little bouncing ball game.
My ball is bouncing around fine except for the last moments when it is about to come to rest. The movement of the ball is smooth for ...
0
votes
0answers
154 views
Schedule update problem
This might sound pretty straightforward. I've created a method and I've called it as below in the init method.
[self createNewSpr:ccp(s.width * 0.25,s.height-200)];
[self createNewSpr:ccp(s.width * ...
2
votes
1answer
663 views
Getting started using C# and Physics (Resources, Tutorials, Samples, etc.)
As an application developer, I plan on now getting started in game development so I have come along to this site.
I am a proficient C# developer so I guess it makes sense to start game development in ...
3
votes
1answer
116 views
Smoothly move between bodies
I'm not sure if the title is correct (please comment if it is not). I have a sprite (rectangle body), and I'm applying force on it to make it move from left to right and then go backward. The platform ...
2
votes
3answers
492 views
RTS engine tick rate
I've seen some varying tick rates used for RTS engines. Supreme Commander ran at a super-low 10 ticks per second. Is this normal for RTS engines, or do they normally have a higher tick rate?
0
votes
2answers
338 views
How to compute acceleration by using Kinect device joint positions
I have an application which uses the Microsoft Kinect camera device.
At each point I can obtain the position of my hand in the 3 Dimensional space ( X - Y - Z ) and I want to compute acceleration of ...
0
votes
1answer
1k views
GameObject and Components
I am creating a relatively simple game engine in C++ and Qt. I am using Irrlicht for graphics, and as of now, I will not be using any physics or audio libraries. For time's sake, I am using ...
1
vote
0answers
246 views
Need help with objects moving toward the player
I am making a 2D game with simple "gravity": everything is just pulled toward 0,0. The speed at which they accelerate towards it is GravityAcceleration up to MaxGSpeed.
I also want the player to be ...
1
vote
2answers
3k views
Best physics engine for OpenGL ES (different implementations)?
Can you recommend a good physics engine which is easily portable between WebGL and other OpenGL ES implementations like in Android and iPhone?
I don't want a game engine. Only the physics part.
3
votes
1answer
194 views
What are the advantages of having a real time based physics? [duplicate]
Possible Duplicate:
Fixed time step vs Variable time step
Now just let me clarify what I mean by "real time based physics", which I will call RTBP from now on. Well, basically, it implies ...
7
votes
2answers
577 views
Calculation of Inertia Tensors
Bit of a complex and lengthy question that, I'll admit, I don't quite understand very well yet so I will try and explain as best as I can.
Short Version: Is there a general c++/physx formula out ...
1
vote
2answers
201 views
Pathfollowing with acceleration - centripetal force
I'm implementing A* waypoint pathfinding with some twists.
One of the problems I'm encountering is because I do not change velocities of the agents directly but rather I do so through forces.
Which ...
5
votes
1answer
155 views
What is a simple deformer in which vertices deform linearly with control points?
In my project I want to deform a complex mesh, using a simpler 'proxy' mesh.
In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the ...
0
votes
2answers
181 views
Unsure how to move a unit to a point
I've got a unit and a series of points in 3D space which approximate the path it's been given. However, I'm not sure where to go from there. The unit has certain physical constraints, like, it can ...
4
votes
0answers
259 views
Weird problem with advect program in fluid simulator
I implemented 2d fluid simulator. Solver runs entirely on GPU. All works fine... on my work PC. But on home PC I have some awful glitches, and I can`t understand how to fix them. Empirically I ...
0
votes
4answers
269 views
Why is it that there are invalid “dt” values in physics simulations?
I'm utilising some of NeHe's spring code, and after getting some pretty weird results I eventually realised the source of my error - my "dt" value in my Update function; the value that everything is ...
1
vote
0answers
66 views
What is the most effective way to create a set of collision points for an aribitrary mesh?
In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...
7
votes
1answer
313 views
Differential programming for a vehicle
I am to a point on my vehicle where, when im going fast and turning, the vehicle acts weird because the inside tires are moving faster than the outside tires. So i need to figure out how to program in ...
0
votes
2answers
264 views
Animating a jellyfish hardcoding?
I have drew a hemi-sphere by myself, and would like to do basic jellyfish animation by animating the vertices of the hemi-sphere. I tried a lot of experiments but it seems I'm doing it wrong. I need ...
2
votes
3answers
683 views
How will the velocities of two moving objects change once they collide?
I'm making a small game where things can fly around and collide. Things like boxes and so on. For each object, I have an array of all forces acting upon it, I have it's mass, it's position and it's ...
3
votes
2answers
227 views
Playing a sound on collision?
I'm making a pool game. I've separated the gameplay logic and the physics into two systems, entities and physics. Each entity holds a reference to a body which the physics system uses. The body itself ...
1
vote
1answer
462 views
Box2D platformer movement. Should i mess with velocity?
I have a platformer game in which I implemented the movement using a wheel attached to the hero. For jumping I use this:
player.body.applyLinearImpulse(new Vec2(0, 30000000), ...
9
votes
1answer
157 views
What would be a good filter to create 'magnetic deformers' from a depth map?
In my project, I am creating a system for deforming a highly detailed mesh (clothing) so that it 'fits' a convex mesh.
To do this I use depth maps of the item and the 'hull' to determine at what point ...
4
votes
5answers
575 views
Is knowing physics necessary for game development?
Is knowledge of physics necessary to design quality games? How important is it? Be realistic and explain a few novice examples of how's mandatory.
What kind of physics is necessary, ...
4
votes
1answer
241 views
BEPUphysics collision with generated terrain?
I've got randomly generated terrain which is stored in a indices and vertex buffer. How do I go about using this for collision in BEPU? It seems I can do it with a Mesh but it would be a waste to ...
1
vote
1answer
234 views
Free physics library?
What are some good recommendations? I have a vertex buffer and indices and I want to be able to detect collision between it and a bounding box or another object.
3
votes
1answer
257 views
Architecture of an action multiplayer game from scratch
Not sure whether it's a good place to ask (do point me to a better one if it's not), but since what we're developing is a game - here it goes.
So this is a "real-time" action multiplayer game. I have ...
0
votes
0answers
250 views
How do I properly use multithreading with Nvidia PhysX?
I'm having a multithreading problem with Nvidia PhysX.
the SDK requires that you call Simulate() (starts computing new physics positions within a new thread) and FetchResults() (waits 'till the ...
0
votes
1answer
552 views
JBox2D applyLinearImpulse doesn't work
So i have this line of code:
if(input.isKeyDown(Input.KEY_W)&&canJump())
{
body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition()));
...
4
votes
3answers
1k views
Finding the contact point with SAT
The Separating Axis Theorem (SAT) makes it simple to determine the Minimum Translation Vector, i.e., the shortest vector that can separate two colliding objects. However, what I need is the vector ...
2
votes
1answer
139 views
Newton Game Dynamics: Making an object not affect another object
I'm going to be using Newton in my networked action game with Mogre. There will be two "types" of physics object: global and local. Global objects will be kept in sync for everybody; these include ...
0
votes
1answer
198 views
I am looking to make a spaceship tilt as it corners but I cant get it to return
I am using the TL game engine I am not allowed to use a physics engine but I need to make the spaceship lean as it corners, I can make it lean but cannot make it return to its starting position. I ...
0
votes
1answer
153 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
3answers
703 views
How to make a ball fall faster on a ramp?
So, I'm making a ball game. Where you pick up the ball, drop it on a ramp, and it flies off in to blocks. The only problem right now is it falls at a normal speed, then lightly falls off, not nearly ...
2
votes
0answers
227 views
Independent HTML5 Physics Game: Any Feedback? [closed]
I've been independently developing a physics-based HTML5 game. I haven't used any libraries or engines; all the code, including the physics, is my own. It is free for a while on the Chrome Web Store ...
2
votes
2answers
1k views
How do I convert matrices intended for OpenGL to be compatible for DirectX?
I have finished working through the book "Game Physics Engine Development 2nd Ed" by Millington, and have got it working, but I want to adapt it to work with DirectX.
I understand that D3D9+ has the ...
2
votes
1answer
329 views
Getting a sphere to roll down a .FBX object Unity3D/C#
I'm working on a little ramp and ball game in Unity, I modeled the ramp outside Unity and exported it to a .FBX file, then I imported the ramp in to Unity. I set up the ball and ramp, both have ...
0
votes
0answers
2k views
LibGDX Box2D Body and Sprite AND DebugRenderer out of sync
I am having a couple issues with Box2D bodies. I have a GameObject holding a Sprite and Body. I use a ShapeRenderer to draw an outline of the Body's and Sprite's bounding boxes. I also added a ...