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
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2answers
118 views

How to stop sinking bodies in physics engine C++

I'm writing a rigid body simulation in C++, and have come across a problem when an object should come to rest on the ground. Because gravity is being applied to it's velocity, the object starts ...
0
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3answers
68 views

Lunar Lander calculating gravity, acceleration and collision in GameMaker

I've already asked this on the GameMaker forums but had no response so far. I'm making a little Lunar Lander game as my first foray in to GameMaker, I'm wanting to have the ship land and take off ...
4
votes
3answers
222 views

Writing my own gravity

I am writing a little game engine in LWJGL. I want to have a gravity, but I don't know correct equations. Let's assume that I've got a 3D vector marking gravity force in each axis(e.g. Vector3f(0.0, ...
3
votes
2answers
371 views

Sprite Kit - containsPoint for SKPhysicsBody?

I have a ball bouncing around the screen. I can pick it up and drag it onto a "bucket". When my touches finish, I use the containsPoint function to check and see if I have dropped the ball onto the ...
1
vote
1answer
650 views

Swinging a sword in Xcode with Sprite Kit

I'm working on making an RPG in Xcode, and I'm having a major gameplay issue when it comes to having my character swing his sword in a way that is realistic and gameplay compatible. Right now, when ...
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0answers
29 views

What Is Vector Math? [duplicate]

Okay so I was wondering, what exactly is "Vector Math"? I was wondering if I needed to know physics for game development, and most people said you just need to understand the basics, but they said ...
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0answers
20 views

PID for car suspension [on hold]

All I wanted to know is - how accurate is PID for simulating car suspension? Assuming that P = spring power and D = damper power, I = 0, because under high load suspension just collapses. Does this ...
2
votes
1answer
60 views

2D Change Velocity Based on Distance XY While Moving Parabolic Arc

What I'm trying to achieve is that the entity moves in a parabolic curve, and no this has nothing to do with gravity before you ask. I give the entity a target position which it should move to, but ...
4
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2answers
275 views

How to impale and stack targets correctly according to the collider and its coordinate?

I'm making another simple game, a catch game, where a spawning target game object must be captured using a skewer to impale it. Here how: At the start, the falling object (in red) will fall in a ...
0
votes
2answers
662 views

Use both AddForceAtPoint and change velocity property?

I'm using Rigidbody2D for some game objects. It seems that when I AddForce() or AddForceAtPoint(), the game objects are mostly affected on the Y axis and hardly at all on the x axis. I don't ...
0
votes
1answer
64 views

Implementing time step in main game loop

So ive read both http://gameprogrammingpatterns.com/game-loop.html and http://gafferongames.com/game-physics/fix-your-timestep/ and I kind of understand how I'm supposed to do it, but some parts are ...
4
votes
1answer
704 views

How do I determine a good path for 2D artillery projectiles?

I'm building a little "tank wars" game (like this one). I understand the math, and I am able to define a parabola from the launcher to the objective I want to reach. The parabola depends on the ...
3
votes
2answers
1k views

Spritekit - gradually apply force vector in different direction (space ship turning)

I have a space ship that I'm applying a force vector to using a joystick for control. I would like this to smoothly fly around when I'm switching directions.. Exactly like minisquadron if you've ...
0
votes
1answer
183 views

Moving CCNode with constant speed in cocos2d

I want to move the object (CCNODE) with constant speed in any direction , what i have did till now is applied a force to object at start to get it moving and set elasticity as 1 and friction as 0 to ...
1
vote
1answer
462 views

How to move rigidbody player to its facing direction with AddForce?

How can I move a rigidbody to its facing direction? I've already tried this: rigidbody.AddForce (transform.forward * v, ForceMode.Acceleration); // v is a public float which gets a new value in ...
0
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1answer
56 views

How often should I calculate the position of a bullet?

In game's like Battlefield or Arma, how many times per second is the position of a bullet calculated?
2
votes
1answer
106 views

Twin-stick controls for a cohesive group of agents

I'm trying to implement a classic twin-stick controller for a group of physics-based game objects. Here are the rules I'm trying to follow: Agents always stay close to each other within a certain ...
2
votes
1answer
205 views

Physics: calculating angular acceleration in world vs local space

I have a pretty simple rigid body simulation written in Python. In my code I calculate the angular acceleration using formula: angAcc = torque * inertiaTensor^-1 (note row-major matrix order) Now, ...
0
votes
1answer
39 views

Use constant force to hold something in position

This may actually be more of a Physics.SE question but since im doing this in Unity I figured I'd ask here. I am playing around with the Constant Force component and have a sphere constrained with a ...
0
votes
1answer
28 views

Should a transform class store a matrix or seperate position/rotation/scale values?

I'm creating a transform class to make storing the transform of individual objects in a scene easier, but I'm unsure on how to do it. I could create one like this: class Transform { public: ...
0
votes
2answers
550 views

3D collision physics. Response when hitting wall, floor or roof

I am having problem with the most basic physic response when the player collide with static wall, floor or roof. I have a simple 3D maze, true means solid while false means air: bool ...
4
votes
4answers
331 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?
0
votes
1answer
144 views

PhysiJS and objects on top of moving objects

Using Physijs which uses ammo.js. I am attempting to simply place a sphere on top of a box, the box is moving back and forth and I want the sphere to move with it while also being able to move on top ...
0
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1answer
29 views

AS3/Flash Develop - Radial Gravity (character on planet simulation)

I am trying to create a program where a character shape will be constantly drawn towards the centre of a planet shape. I have taken on previous advice into using physics equations to generate the ...
2
votes
1answer
105 views

Add force towards a point in Unity3d?

I have a Vector2 and want to move an object towards it... (this vector2 is the mouse position when clicked and I made sure I get only one position when its clicked) My initial thought was to apply ...
2
votes
1answer
231 views

Immovable object impact physics

I am trying to do some physics calculations from scratch, and as a result am creating a small bouncing ball example. However, I have some issues getting correct results from my impact physics when the ...
1
vote
1answer
122 views

Correct way to integrate scaled axis angular velocity into a quaternion

Across my travels on the internet I have came across to ways of integrating a scaled axis angular velocity into a quaternion. The first way converts the angular velocity into an axis angle quaternion ...
3
votes
3answers
194 views

How do you apply relativistic physics to a 4x strategy game?

I had the big idea of trying to create a hard science fiction 4x strategy game (with the obvious space setting), which is supposed to simulate a realistic way of creating interstellar societies while ...
2
votes
2answers
88 views

Unity Ragdoll Colliders don't collide

I have a humanoid character with Ragdoll setup in Unity. However the box/capsule colliders on the various parts of the body don't collide with other static geometry. They do collide with the ground ...
0
votes
1answer
58 views

Unity3D - Using AddRelativeForce to push an object forever in zero gravity environment

Ok, I use AddRelativeForce to basically push an object. But it suppose to keep flying and keep accelerating as I hold down the key because I didn't set gravity. I just started Unity3D last month, so ...
8
votes
2answers
375 views

Simulation of supersonic, hypersonic flight with user defined surfaces

I want to create a small rocket-launching game, inspired by Kerbal Space Program. Since there's nothing in orbital mechanics, that I still don't know. I decided to make this as close to reality as ...
1
vote
1answer
166 views

How to detect collision position and that position's texture color in Unity?

I have a prefab and I use Circlecollider2D for physics operations. I want to detect the color of the contact position of the collided objects ? Is is possible by using Unity's collider classes ?
4
votes
3answers
66 views

Multiple Colliders in Collision

I have an object that has a front collider, left collider and right collider. When a collision occurs, I notice that there are situations where the front collider and left collider/right collider has ...
3
votes
1answer
58 views

PhysicsJS on mobile devices: how to optimize for speed

I'm (physics n00b) developing a small animation (gamification) in a mobile HTML5 app (PhysicsJS, HTML5, Cordova, Ionic, JavaScript). This animation is derived from Basket of verlet constraints. This ...
0
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1answer
193 views

LibGDX make an object rotate around something

I need to rotate and object, which should be a circle made up with a ShaderRender, around a specified point. In LibGDX there is a method or something which allow me to do this? If it doesn't exist how ...
1
vote
1answer
545 views

Cocos2dx+Chipmunk: Fully elastic collision between moving bodies

I'm using Cocos2dx and the built in Chipmunk physics engine, and currently I've got my PhysicsBodys' materials set up with: Density=0 Restitution=1 Friction=0 in order to get fully elastic ...
1
vote
2answers
129 views

Can I make this physics simulation any faster?

I've made a little real time physics simulation that solves some bodies. CirclevCircle && CirclevOrientedRect I would like someone to tell me if I'm doing something drastically wrong. I know ...
1
vote
1answer
46 views

Bullet Physics: Difference between Motion State and World Transform

In Bullet Physics, when I create a new btRigidBody, one of the parameters passed to the constructor is the btMotionState, which defines the initial pose of the body. However, if I then later want to ...
3
votes
3answers
232 views

Sound Synthesis from object collision in Virtual Reality Environment

I have a project whose subject is "Sound Synthesis from object collision in Virtual Reality Environment" First of all, I have to define some objects with certain attributes (like shape, mass, ...
0
votes
1answer
179 views

Collision between a sphere and a mesh(height-map)

I am trying to implement a method that detects the collision between a sphere and a mesh and reflects the vector of speed. I have a method, that detects a collision between a sphere and a triangle and ...
0
votes
2answers
154 views

How to implement jump in a 2d game?

I am trying to implement jump in a game I have written for android using canvas. I have referred this tutorial for implementing jump. My code is like if(jumpKeyPressed){ jumpVel = ...
0
votes
1answer
38 views

Rigidbody stuck on the edge of two colliders

could You please help me with that weird bug? I've seen other people's posts about that bug, but I couldn't really understand how to fix it. As You can see, the boxes are standing right next to each ...
2
votes
2answers
420 views

Preventing a Combination of Rigidbody Jump Force & Bounce Magnitude in Unity3D

I'm building a fairly simple marble racing game in Unity3D. The ball is a 3D physics object that moves only on the X and Y axes. It has the ability to roll left and right, and to jump. Pretty basic ...
8
votes
1answer
110 views

In a 2D physics engine, how do I avoid useless collision resolutions when objects come to a rest?

In a physics engine I'm developing (for learning) using love-2d, I implemented collision resolutions in this way: FixedUpdate(dt) // I use fixed timestep foreach collide c1 in allNotStaticColliders ...
0
votes
2answers
41 views

How to apply force to rigid bodys at a specific point?

I am trying to write a physics engine from scratch to get a better understanding of them. It worked pretty good so far, but there is one thing, i can't get my head around: If i have a rigid body ( ...
0
votes
1answer
44 views

How to get dynamic RigidBody rotation/tilt on uneven platform?

I have a rigid body with PolygonCollider2D which has some complex circular shape and I'm using uneven platform. Im using Following code to move the object forward CharacterRigidBody.velocity = new ...
0
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2answers
98 views

How to make rigid body move smoothly on uneven platform?

Right now I'm using Rigidbody2d for the game character along with polygon collider 2D(2d platform game). I'm beginner hope I'm using correct components. And transform to move character from left ...
1
vote
1answer
431 views

Bullet 3D Physics Objects Not Rotating?

So I've got Bullet 3D controlling the motion of objects rendered with DirectX. In the clipping below I've got 2 identical rectangles & 5 balls. The lowest rectangle has a mass of 0 and doesn't ...
0
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2answers
319 views

Moving one object from one point to another with acceleration

How would someone implement moving an object from one point in 2D space to another using these formulae to update objects: m_position.setX/Y( m_position.X/Y() + m_velocity.X/Y() * dt + 0.5 * m_acc * ...
3
votes
2answers
315 views

calculating torque from angular momentum considering inertia moment

so I am trying to determine exactly how much torque to apply to a 3d model to make it rotate at a particular rate. I apply force from the location of each engine on the craft so if one breaks the ...