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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2answers
150 views

Problem with sensor in box2d [closed]

I have two bodies: one green static sensor (spikes) and one orange dynamic body (brick). I have bullet and it's a dynamic body too, but with bullet flag set. My problem is that when the bullet is ...
5
votes
1answer
482 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 ...
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0answers
992 views

Why do restitution values less than one still cause infinite bouncing in Box2D?

I'm currently trying to implement basketball bouncing into my game using Box2d (jBox2d technically), but I'm a bit confused about restitution. While trying to create the ball in the testbed first, ...
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1answer
318 views

Jump function of player [duplicate]

I'm developing game in marmalade sdk in c++. I have player in the area.and I wanna make him jump when i pressed a button.When I use this player.moveUp(5px); it just go up 5px, but he has to fall down ...
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2answers
84 views

Checking bounds of a quad

I want to know how would I tell if a quad touches another quad in my game built in Slick2D. I have a class that I named "Bounds" which has 4 "Point" objects which just store an X and a Y value and a ...
4
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1answer
259 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 ...
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2answers
181 views

Distribute circles evenly on Screen - circle packing

I want to evenly distribute a random amount of circles with random diameter on the screen for. This level doesn't scroll so the users screen resolution sets the limits. Further I would like the ...
2
votes
1answer
161 views

Physics movement prediction is way off [closed]

I'm making a simple, non-networked game. There are two players and a ball. In implementing the AI for the second player, I've run into a huge problem predicting where the ball will hit the ground. ...
1
vote
1answer
225 views

C++ Using clock() with IsKeyDown

I am trying to replicate the game Asteroids as a class project. I am having trouble measuring the time elapsed while the "W" key is pressed. This code is supposed to increase the force applied to the ...
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3answers
577 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 ...
10
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4answers
747 views

Run a physics simulation on both client and server?

I'm implementing a multiplayer asteroids clone to learn about client/server network architecture in games. I have spent time reading GafferOnGames and Valve's publications on their client/server ...
2
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1answer
523 views

How to calculate collision normal between two AxisAlignedBox's?

I'm writing a physics simulation in Ogre3D and I'm trying to figure out how to calculate the collision normal between two Ogre::AxisAlignedBox's. I am checking for collisions using the "intersects" ...
12
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3answers
2k views

Resolving a collision with forces

In my 2D physics engine, I can detect AABB vs AABB collisions, and resolve them by finding the shortest penetration vector and adding it to the AABB's position. Doing this "pushes" the first AABB ...
3
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1answer
339 views

How to emulate knob turning, based on x/y movement?

I'm doing a game where one component is that you turn a knob. I'm having trouble getting good "knob behavior". I know the current touch/mouse X,Y location, and I keep track of the previous X,Y ...
2
votes
1answer
505 views

physics of 2D car racing game with heightmap

I want to develop a simple car racing game where the road is defined by a heightmap. It looks basically like this: The player can use throttle and brake to control the car. I'm wondering what the ...
5
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2answers
499 views

Ball bouncing infinitely and constantly

Alright, so I've got hold of some simple physics mechanics, and am currently trying to implement bouncing. Based on the first answer of this question, I've developed the following algorithm: ...
-2
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1answer
119 views

Help finding a good XNA physics library? [closed]

I'm looking for a good physics library for XNA. Can anyone help me find something good, simple and easy to learn for XNA?
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0answers
50 views

how to make virtual environment consistent in networked applications? [closed]

I have a Virtual Environment(grid of cubes) which has the same state on both users when the application starts. Both users have haptic devices, whose position is depicted by a small sphere in the ...
0
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1answer
198 views

Simple Motor Vehicle Acceleration Function

So I have a simple 1D "racing" game, with a single button the player can press to max the gas pedal and there is also some other stuff going on. I think acceleration should be highest somewhere at ...
6
votes
3answers
343 views

Calculating impulse propagation through a rigid body after a collision

I'm working on a game. I need to work out what the impulse is at different points on a body as a result of a collision. For example, in the following diagram, if there is a collision that results in ...
0
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2answers
889 views

How to make a smooth movement in XNA?

I'm trying to make a nice controls for my game, but I can't achieve enough SMOOTHNESS. if (kbState.GetPressedKeys().Length != 0 && _direction != Vector2.Zero) { ...
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0answers
180 views

How do I implement a physics gun?

I'm currently trying to implement a physics gun for my game. What I want is for the entity to stay in the same position on the screen no matter how I wiggle the camera about, what is the correct way ...
1
vote
1answer
263 views

When and where should I calculate collision response with multiplayer physics?

I've troubles wrapping my head around multiplayer physics and collisions on the client side, so far I interpolate the state of my network entities ( position and velocity ) of the other clients based ...
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0answers
669 views

Unity3D: collider performances on mobile iOS devices

I'm experimenting with Unity3D and colliders. Unfortunately I still don't have Unity Pro version and I can't use the profiler. Consider the following situation: mobile devices (ios, iphone 3GS). an ...
2
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2answers
343 views

Help interpreting the physics of a rolling ball

I'm using this article for reference. I understand handling the collision aspect, but I can't figure out how to calculate the new velocity once the ball collides with the ramp. Without it the ball ...
2
votes
2answers
229 views

How do I find realistic 3D paths for stable and unstable flying rockets?

I am building a 3D application that simulates launching small rockets. I want to draw their trajectories. I know that rockets have a degree of stability. I want to include this in the simulation, but ...
2
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0answers
202 views

Inverse Dynamics How to [closed]

I have some motion capture data (kinect) that records all body joints (32fps) and I want to take particular positions (for example when a person moves both of his hands up in the sky in celebration ...
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0answers
122 views

Collision shape and Model problem

I used BEPUphysics for my XNA 4.0 game , the problem is that I load my model.fbx from into the game then add it to the space of physics engine , but when I change the scaling matrix of my Model then ...
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2answers
221 views

Basic plane kinematics

I never did physics in my life and this is really hard for me. I am currently trying to implement movement in the X and Y axis of a plane, in a video game I am making. What I want to do is, given a ...
4
votes
1answer
169 views

What is the appropriate way to implement collision in 2D worlds?

If I want to create a 2D game map which features areas traversable by a player through standard up/down/left/right inputs, and then have areas that are NOT traversable... perhaps just a bush, or a ...
2
votes
1answer
468 views

How to make a character in a Box2D world jump faster?

I have a question about using Box2D to simulate a physics-platformer. I manage to make the character move to the right and left, and jumping as well. However, jumping seems extremely slow when ...
1
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1answer
85 views

Looking for a peer reviewed article that details the benefits of a physics simulation within interactive media [closed]

I'm hoping this is the correct place to ask this question as it is video game related and can be seen as a key ingredient in modern game development. Does anyone know of a peer reviewed article that ...
2
votes
0answers
254 views

Friction due to gravity in an impulse based physics engine

In my physics engine, I'm using impulses to solve collisions. I'm basing all calculations on these equations: impulse = desired_velocity_change * mass impulse = force * time friction_force <= ...
1
vote
1answer
327 views

XNA (BEPU) Physics Performance

Im using XNA 4.0 with the BEPU physics engine v1.2 and I have encountered some performance problems on Xbox. Im not sure if the my mesurements are an expected result of the Xbox (with alot of dynamic ...
2
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3answers
609 views

Integrating Scene Graphs and Physics Engines

For some specific reasons, i will have to use a graphic engine based on Scene Graphics with a Physic Engine without this concept. I was thinking about a clear way to integrate both representation but ...
5
votes
3answers
331 views

How is 'mass' handled in video games?

Mass is one of the basic scalar quantities, which is required in most rigid body physics calculations. Does every, EVERY, object which moves in a game get mass defined in the code, or is it allotted ...
4
votes
1answer
415 views

Splitting logic into threads in Java tower defence game

I'm making a tower defence game in Java! It's my first game development. I want to know how many threads Do I need to create in a game, to split logic.. I've made this one: Main App thread (adds ...
2
votes
1answer
359 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 ...
8
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1answer
291 views

Calculate bike heading from front wheel heading and velocity

I have a simple top down bike game that I'm trying to add steering to. I would like to know how I use the heading of the front wheel to determine the heading and velocity of the bike. void Update () ...
5
votes
1answer
202 views

Physics/Logic behind self-bounce

I have a game that I am currently working on and I have a problem. What would a ball look like when it makes itself bounce. Say, for example that the ball had its own "inner power", was made out of ...
1
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1answer
114 views

Progressively loading the racing arena in a 3D driving sim

I need advice and resources on a 3D car simulator. I want to progressively load the track for the player as I'm thinking of porting the game to mobile devices. This seems too difficult to me as I'm ...
1
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0answers
608 views

Unity3d Gravity script issues

I'm try this script out http://wiki.unity3d.com/index.php/Gravity and I'm having some issues with it (it seemed to work when I tried it with an old version of unity) the first issue is of ...
7
votes
2answers
360 views

How does braking assist of car racing games work?

There are a lot of PC car racing games around which have this unique driving assist which helps brake your car so that you can safely turn it. While in some games it just an 'assist', it will just ...
7
votes
1answer
217 views

Determining whether two fast moving objects should be submitted for a collision check

I have a basic 2D physics engine running. It's pretty much a particle engine, just uses basic shapes like AABBs and circles, so no rotation is possible. I have CCD implemented that can give accurate ...
2
votes
1answer
445 views

Apply force to a specific point on a rigid body

In unity I have a rigid body object and would like to apply force to a specific point. For example say I had a cube, I want to hit just the top right corner so it spins as a result. One idea I had ...
6
votes
2answers
637 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
2answers
2k views

Get collision details from Rectangle.Intersects()

I have a Breakout game in which, at some point, I detect the collision between the ball and the paddle with something like this: // Ball class rectangle.Intersects(paddle.Rectangle); Is there any ...
7
votes
1answer
271 views

How do engines avoid “Phase Lock” (multiple objects in same location) in a Physics Engine?

Let me explain Phase Lock first: When two objects of non zero mass occupy the same space but have zero energy (no velocity). Do they bump forever with zero velocity resolution vectors or do they ...
9
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3answers
593 views

Impulsioned jumping

There's one thing that has been puzzling me, and that is how to implement a 'faux-impulsed' jump in a platformer. If you don't know what I'm talking about, then think of the jumps of Mario, Kirby, and ...
5
votes
1answer
469 views

Calculate gears rotation for a realtime simulation

Hi I'm trying to do a game with real time simulations of gears. There is a big Gear with inside a smaller gear. I managed to draw gears with different diameters but equal size teeth, but if i try to ...