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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6
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3answers
934 views

Need physics algorithm for modeling ceiling collapse in voxel-based game

I'm looking for algorithms on how to model the physics of cave-ins/collapses for a game idea I am working on. The game allows the player to extensively mine 3D voxel-based asteroids, and I want areas ...
6
votes
2answers
984 views

“Super meatboy”-ish replay

I'm making a platformer built from mini-levels - and I want to create a sort of a replay of all the player tries that the player did for the level. My question is - what is the best way to record the ...
6
votes
3answers
2k views

2D Platformer Collision/Physics Problems

I'm making a 2D platformer similar to Terraria, although I'm having some problems with some collision detection code. I'm using the code from the AppHub Platformer sample, but tweaked so it fits with ...
6
votes
1answer
409 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
2k views

Unity falling body pendulum behaviour

I wonder if someone could provide some guidance. Im attempting to create a pendulum like behaviour in 2D space in Unity without using a hinge joint. Essentially I want to affect a falling body to ...
5
votes
1answer
2k views

Friction in 2D game

I'm developing a 2D platformer, although this question could probably apply to just about any 2D type physics; What is the equation for friction? I have sort of a hacky type of friction set up in my ...
5
votes
1answer
2k views

The Physics behind 2D Platformer Games? [closed]

Is there any good book or tutorial that explains the physics behind creating a 2D Platformer game? Such as tile rendering, tile map reading, collision detection, camera movement etc.?
5
votes
2answers
935 views

How does this formula for generating water waves work?

I have been trying to implement the wave equation described in this paper ("Water Simulating in Computer Graphics," Kai Li and Liming Wu) in Java. Part of the paper discusses modeling waves as a sum ...
5
votes
2answers
653 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 ...
5
votes
3answers
1k views

Problem representing torque as a quaternion

Euler angles are much more intuitive to me than quaternions for representing 3-dimensional rotations. In fact, I barely understand quaternions at all. I use quaternions for rotation because people ...
5
votes
1answer
227 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 ...
5
votes
1answer
422 views

How to balance a ball on a rotating plane?

I'm doing some research and I really don't want a physics engine when a simple mechanism will do. I have a ball that will be balanced on a plane. The ball will always be "stuck" to the plane and ...
5
votes
4answers
1k views

Physics timestep questions

I've got a projectile working perfectly using the code below: //initialised in loading screen 60 is the FPS - projectilEposition and velocity are Vector3 types gravity = new Vector3(0, ...
5
votes
4answers
88 views

Dealing with collisions across adjacent static bodies

The Problem: I have the following setup: A, B and C are rectangular static bodies in box2d. p is a circular dynamic body in box2d. The movement of 'p' is solely controlled by the current gravity ...
5
votes
1answer
897 views

How can glass breaking effect from Smash Hit be achieved? [duplicate]

I saw Smash Hit the other day and was amazed by the physics of the game, specially the shattered glass effect: I've read other posts about this subject but I still feel that they don't share enough ...
5
votes
2answers
492 views

How to circle a target at a constant distance

I have an AI ship that stops approaching when it gets within firing range, and starts strafing around its target. The problem is that it doesn't circle its target very well. The following code ...
5
votes
2answers
3k views

What is your Unity 3D physics engine budget for iOS games? [closed]

I'm testing Unity for a game that I'm building, and I've touched its limit. My test scenario: a wanna-be house with 200 elements (cubes rescaled) no textures, box colliders and rigid bodies for each ...
5
votes
2answers
1k views

Farseer - Apply Impulse

I'm new to Farseer and have a simple question. The demos I went through didn't seem to demonstrate what I want. I would like to apply an impulse (not force) to an object at a specific position on that ...
5
votes
1answer
3k views

How can I implement fixed joints in a 2D physics system?

I'm developing a simple, 2D physics system to complement an entity/component game object framework. So far, I have implemented some basic, tutorial-level physics. An entity that is affected by physics ...
5
votes
2answers
115 views

How to apply friction vector to acceleration in top-down 2D game?

I'm making a top-down view 2D RPG game, meaning the player can move in any direction on a 2D plane, and I'm trying to implement a somewhat realistic non-orthogonal acceleration/friction physics model ...
5
votes
1answer
545 views

Programming Dynamic 3D Water/Waves?

I'm a little bit stuck on how I might go about programming dynamic, interesting water in a game. To qualify that a little bit, I'm interested in creating water with broad, rolling waves that affect ...
5
votes
3answers
192 views

Determining a sensible gear-like hierarchy for a series of connected objects

I would like a series of objects to behave in similar manner to a series of connected gears. This means that each black object in the diagram below will rotate at a speed based on the ratio of their ...
5
votes
2answers
583 views

Multiple collisions within a single frame cycle?

So say you want to simulate several objects in two dimensions, just bouncing around in a finite space. Using AABB and sweep tests, it shouldn't be that complicated to calculate single collisions ...
5
votes
3answers
6k views

Collision detection in 3D space

I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the ...
5
votes
2answers
2k views

Physics or Time-Based Animation In Corona SDK (iOS) Using Box2D

I am part way through creating a Doodle Jump clone for iOS using Corona SDK. I'm currently using the physics engine (box 2D). It's not a straight clone, but I need the basic principles in place to ...
5
votes
2answers
960 views

Collision response for 2D racing game

The title is fairly self-explanatory. I have a 2D racing game that utilizes per-pixel collision detection (the track is essentially two bitmaps, one for the graphics, one for collision data). The ...
5
votes
1answer
825 views

Havok physics with a wide range of object scales

So typically Havok works best with normal human sized objects with a gravity of 9.8m/s^2 and dealing with everything in meters. In my Game though there will be a large variety of scales from ...
5
votes
1answer
238 views

Splitting an object into two

I'm using Farseer physics engine. I have a simple rectangle body and would like it to split into two pieces given a starting coordinate (where the bullet enters the object) and ending coordinate ...
5
votes
1answer
495 views

Strangeness when simulating a chain

I'm using box2d and I simply hook up 10 points each with a similar length constraint to the adjacent point. When I move 1 point, the others follow just like a rope/chain. Just like one would expect. ...
5
votes
2answers
697 views

3D Particle-Geometry collision

I am programming a particle engine for a 3D game written in XNA. I was wondering if somebody could point me in the right direction or perhaps give me some pointers in making the particles collide with ...
5
votes
1answer
124 views

Finding new position after collision with multiple colliders

What is the most accurate way to find the correct position to where a moving character should be re-positioned as a collision-resolution, after it has collided with multiple colliders? The figure ...
5
votes
1answer
264 views

Circle Collision Resolution and Angular Momentum

I have a 2D engine working pretty well that involves rectangles and circles. I just reworked parts of the collision detection/response system for better handling of angular speed/momentum. The ...
5
votes
1answer
842 views

Character Movement in 3D games

I'm either not searching correctly or there is really not a lot of material on Character Movement in 3D games. I'm mostly interested in how people usually implement character movement in games like ...
5
votes
1answer
337 views

Networked Physics - Interpolation Causes Physics Engine to Explode

A major issue I am encountering right now is that my physics engine (BEPU) and my network interpolation are conflicting with each other. The player is a physics object, and so the physics engine ...
5
votes
1answer
422 views

Physics-based dynamic audio generation in games

I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content ...
5
votes
1answer
668 views

2D Car Simulation with Throttle Linear Physics

I'm trying to make a simulation game for an automatic cruise control system. The system simulates a car on varying inclinations and throttle speeds. I've coded up to the car physics but these do note ...
5
votes
1answer
200 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 ...
5
votes
1answer
399 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 ...
5
votes
1answer
502 views

Making a multi-pieced rectangular breakable body with Farseer

Using Farseer 3.3.1 I want to create a rectangular BreakableBody with many pieces. Right now here is my code: Vertices polygon = PolygonTools.CreateRectangle( 2.5f , 1.25f ); List<Vertices> ...
5
votes
1answer
613 views

Tried and true basic movement physics (jumping, not walking through stuff)?

If I sat down long enough, I'm sure I could make this happen, but I don't want to reinvent the wheel if I don't have to, especially if XNA has patterns in place for doing this. For now, I'm working ...
4
votes
4answers
321 views

Should the bullet trajectory calculated by server or by client? [duplicate]

In a FPS game like Battlefield or Arma, when playing online, should the bullet trajectory be calculated by the server or by the client?
4
votes
2answers
1k views

Why isn't this physics code scaling velocities separately?

I'm working my way through this book and I'm trying to work this code out: var squaredVelocity = this.velocity.x*this.velocity.x + this.velocity.z*this.velocity.z; if ...
4
votes
2answers
483 views

What are the properties of “position, velocity, acceleration, rotation” collectively named?

They say naming things is one of the hardest problems in computer programming. They were right. Given the pseudocode below, what is a more appropriate name for this collection of properties? ...
4
votes
3answers
6k views

How can I make my main character move in a parabolic arc when jumping?

I'm entering Android game development, and I already have a computer version of a game I want to publish. The thing is, I want to make this as good as it can be. With that said, I need a physics ...
4
votes
3answers
4k views

Why is my velocity decaying?

Programming in Java. Tinkering around with physics. My entities all have position and velocity. In the main loop, all I'm doing is applying gravity and bouncing off the edges, like so: // add ...
4
votes
4answers
666 views

Math and physics, where to start? [closed]

the only math I know how is to add the velocity to position. Thats it. i would like to know how to do more stuff, physics, collision detection with stuff other than perfect circles, etc. But where ...
4
votes
5answers
8k 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 ...
4
votes
3answers
590 views

How do I procedurally animate a cell eating another cell?

The entities in my game are soft-body, amorphous cells. I'd like to create an animation where enemies are engulfed by the player's cell. That is, I want to generate a "cell eating another ...
4
votes
2answers
4k views

How to implement “Flick” gesture for throwing an object in the 2D realm

I am trying to implement a FLICK gesture for throwing a ball from point A to point B on the iPhone. This is my current plan.... Using touchesBegan and touchesEnd I can find the direction I need to ...
4
votes
2answers
804 views

How are physical model programmed in simulation games?

Being a Gran Turismo fan, I'm wondering what are the algorithms used to compute realistic behavior for friction, aerodynamism, velocity, curves etc. Also, are there sophisticated ways to simulate ...