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
63 views

Ball oblique impact physic in Java?

I know Q3 + Q4 = 90 I searched internet and many physic topics, but not found how to calculate this values in Java? (I found V3 and V4 but not found Q3 and Q4) So how can i calculate V3, V4, ...
5
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2answers
556 views

Modular spaceship control

I am developing a physics based game with spaceships. A spaceship is constructed from circles connected by joints. Some of the circles have engines attached. Engines can rotate around the center ...
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1answer
141 views

Making a gameObject push the player

I am working on a Unity 3D game for Oculus and I have problems with making my objects to apply physics on a player. So getting rid of a CharacterController and using something like a rag doll is not ...
3
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0answers
38 views

Rotate a rigid body not around its centre of mass

I have a rigid body (a boat) whose centre of mass is towards the front of the object. However, this makes the rotation look strange as the rudder that is turning the object is at the back of the boat ...
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1answer
30 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 ?
3
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0answers
46 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
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2answers
173 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 ...
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1answer
47 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 ...
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0answers
26 views

LOVE Physics - Joint Stretching

After asking a similar question yesterday I've come across another problem with using joints in box2D / LOVE and trying to create a weighted chain. Everything is set up as follows, I've tried to ...
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0answers
23 views

How to get plausible platformer physics with Farseer on MonoGame/XNA?

I am creating a 2D Vectorial (made of polygons, not tiles !) platformer using MonoGame and Farseer Physics Engine. Everything works perfectly, except the movement of the character which doesn't feels ...
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1answer
51 views

LOVE Physics - Breaking Joint Chains (LUA / Box2D)

Wasn't sure whether to post here or on SO so please move if needed. I've been having a look into the box2D physics API provided by LOVE to try and create a swinging flail or weighted rope but I'm ...
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1answer
75 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 ...
1
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1answer
217 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 ...
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1answer
23 views

How to move sprite mimicking mouse/touch position on some part of the screen?

I am having a difficulty and I am been doing it wrong, I think. I want to move sprite relatively to touch. Just like when you are playing space shooter like 1943. I just learning some math and try to ...
0
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2answers
229 views

How to design basic physics and movement behavior for 2D platformer?

I want to make a simple 2D platformer. I know some basic 2D physics and how to implement them in a game. How to make a character jump, accelerate, decelerate, etc. But I have no idea how to actually ...
1
vote
1answer
823 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 ...
1
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1answer
312 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 ...
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2answers
141 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 * ...
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0answers
25 views

Implement car handling in Phaser [on hold]

I'm experimenting on implementing a GTA 2 like game with Phaser. I started using Arcade physics but since the body boxes do not rotate the collision detection was very poor. In order to have better ...
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0answers
24 views

Which Box2D-like physics engine parameters need pixel conversion?

The official guide does not have any useful details on the matter: http://www.box2d.org/manual.html Position is an obvious one. What about velocity? Density? Anything else? Update: the context is ...
3
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2answers
449 views

Why does my ball always bounce perpendicular to walls?

I'm using Box2D. I think it's something to do with wall's fixture definition, but when a ball goes toward a wall at a 45 degree angle, I would expect it to bounce off at 135 degrees, but it always ...
4
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2answers
188 views

2D Collision response - rotating, moving polygon hitting a wall

I'm trying to bounce a polygon that has both velocity and angular velocity off a (immovable) wall when one of the vertices collides with it. I can detect the collision, and I've worked out how to ...
3
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1answer
62 views

Box2d Body to follow mouse movement

I am trying a box2d body to rotate following the mouse. Here's an image to clarify what I mean. The red and blue circles are current point of the mouse and the body (of corresponding color) ...
2
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1answer
143 views

Create a 2D orbit trajectory like in angry birds space and a circular orbit

I am working on a 2D game, and I am working on adding some space physics : I need to find a way to create a circular orbit and an orbit like angry birds space ( the spiral trajectory ) . So there is 2 ...
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1answer
28 views

Bouncing projectile off of sprite, the sides work but top and bottom do not

I'm having a problem bouncing a projectile off a sprite, we've been asked to move the projectile using the equations of motions which makes things a little more difficult but as far as I can see what ...
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2answers
223 views

How can I calculate the future position of my moving object?

I'm relatively new to games development and I have a 2D game where the playing area is an enclosed rectangle with width w and infinite height. In the playing area there is a ball. A gravity force of ...
3
votes
3answers
2k views

Car movement in arcade racing game

I am finishing a very basic 2D racing game with top-down perspective. I can't get the appropriate formulas to make the movement of the cars fun and addictive... Do you have tips on how to achieve that ...
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2answers
421 views

Testing Unity 2D Physics

I am looking to push the 2D physics in Unity to the extent where when so much is going on that there becomes noticeable lag in a game. This is for testing purposes, so that when so much is going on ...
0
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1answer
363 views

LibGDX Bounding Rectangles

I'm creating some rectangles surrounding my sprites for my player and bullet class to detect collisions with the overlaps method in Intersector class of LibGDX. I have a question: When I instantiate ...
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1answer
128 views

How do I make circles bounce off each other realistically?

I'm trying to create bouncing balls with realistic physics. At the moment, when the balls hit each other, they bounce back in the same direction they came from. How do I make them more realistic? I ...
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5answers
1k views

Simulating water droplets on a window

How do I simulate water droplets realistically falling, gathering, and flowing down a window? For example, see http://www.youtube.com/watch?v=4jaGyv0KRPw. In particular, I want to simulate how smaller ...
0
votes
1answer
122 views

LibGDX - Executing 2 different touchDown events in the same method

On the bottom left of my screen is a circle with an Arrow and on the bottom right is a circle with a gun. If the player is in jetpack mode and the Arrow "button" is clicked he flies like flappy bird ...
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1answer
500 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 ...
3
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1answer
123 views

Half top-down view collision and mechanics

I'd like to create a game with a half top-down (2d RPG) view (I don't know the exact name of it). It would be 2d, but I'd like to add 3d-like collisions. For example: If the grenade lands on the ...
2
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1answer
210 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 ...
2
votes
2answers
263 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 ...
0
votes
1answer
173 views

Custom arcade physics rate (e.g. bullet time)?

Is there a way to modify the rate that physics is applied, either globally or on a per-sprite basis in Phaser? That is, how can I slow down or speed up the rate at which sprites move around, or fall ...
0
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2answers
576 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 ...
-1
votes
0answers
38 views

Get the bounding box for an object, given its physical properties

I want to get the shape(Geometry/dimensions) of a body. However, I don't need its exact shape. I just need the bounds of that body. Is it possible to create bounding box for the body using its mass, ...
6
votes
2answers
140 views

Pathfinding with inertia

I'm currently working for pathfinding for a game where units are moving, but they have inertia. Most typical pathfinding algorithms (A*, Djikastra, etc.) are simply designed to minimize the length of ...
0
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1answer
105 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 ...
0
votes
1answer
46 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 ...
4
votes
4answers
390 views

How do I resolve a sphere-triangle collision in a given direction?

I am trying my hand at game physics. I understand that the basic way to pull back a sphere when it collided is to negate the penetration distance: // If collided... // `distance`: distance form ...
3
votes
2answers
82 views

How do I integrate drag over distance?

In my game I want to model kind-of-accurate bullet physics. I have the following drag equation (in C#): float drag = 0.235f * density * velocity*velocity * Mathf.PI * sizeMM*sizeMM/4000000; In ...
2
votes
1answer
34 views

Is it dramatically more efficient to have less BoxCollider2D's (for raycasting/custom physics)?

I have a temporary tile system for my platformer where I simply duplicate the same tiny box sprite with a BoxCollider2Don it over and over again. Like I said this is a temporary procedure for design ...
0
votes
2answers
400 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 ...
0
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1answer
98 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
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3answers
3k views

Collider2D and Rigidbody2D, how do they work?

I have been learning JavaScript and Unity for a week now. I learned how to make Cube as a Ground and another Cube as a player and I used this code to make the Player Cube move forward and backward and ...
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1answer
50 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 ...
0
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3answers
86 views

How to change the gravity with a click

How to change the gravity of a ball upward with a click Then change it again downward with another click And so on In unity