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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1answer
42 views

Bounce with multiple collisions

Here's the problem: I'm writing arkanoid-like game in Unity 5.3. I'm using 3d physics and simply ignoring z-axis in computations. No gravity, 0 drag and velocity reset every bounce by script. My ball ...
0
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0answers
13 views

How Do I Improve This Game maker Project? [on hold]

I am very much a beginner at game maker and wish to improve my skill here is a car game a wrote yesterday (i left some experimental code in green), how would i go about improving it? And how do i add ...
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0answers
5 views

add physics to a group or container body in phaser

I'm developing a HTML5 Phaser game. In this game I do have a Group which I would like to behavior as a physics body (arcade-physics). It is a character with a lot of moving parts (sprites) inside ...
1
vote
1answer
106 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 ...
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vote
1answer
150 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 ...
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1answer
32 views

Obtain jump vector given time, distance and gravity

I tried for several days to solve my problem , but in the end I just gave up and I decided to ask , since the solution is beyond my knowledge I'm writing a 2d top-down game, in order to simulate the ...
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2answers
28 views

Turn Radii and speed calculations

Ok guys I'm an aspiring game designer and I'm trying to develop a racing board game using real life as a basis for my mechanics. The problem im having is I'm not very mathematically inclined I found ...
0
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1answer
109 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 ...
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vote
1answer
241 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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1answer
89 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 ...
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0answers
6 views

Why is my 2D rigidbody behaving strangely with a negative scale?

I've been making a system that when you click on a monster's limb it destroys the limb you clicked and makes fall to the ground the children limbs. There is a rigidbody attached to the monster ...
0
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1answer
215 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
vote
1answer
672 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
270 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 ...
2
votes
1answer
88 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 ...
0
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1answer
47 views

How can I handle multiple force in Unity?

I'm trying to get my character to perform a "dash" where their x velocity increases rapidly and then falls over time. However, I'm also maintaining a constant x velocity so the character appears to be ...
1
vote
1answer
77 views

How to calculate distance of travel needed get achieve speed x?

I have a boat traveling at 20 meters/second approaching destination x. Destination x has a range radius of 10 meters. What I would like to do is make sure by the time the boat arrives within 10 meters ...
1
vote
1answer
224 views

Unity 5 Server Side Physics - Alternative to constant position update?

I am looking into reducing load in client server games for a uni project and am looking at physics. The idea is that if a very low powered device tries to carry out some physics heavy action that it ...
3
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0answers
94 views

Everything is set to Bounciness 0 - Why am I still bouncing?

I am creating a platformer where rather than manipulating the character to get them from the beginning of the level to the end, you manipulate the world. Thus, when you want to make the character ...
0
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1answer
63 views

Issue with detecting collisions in Pong

I've been working on making Pong in OpenGL and SDL and currently have both paddles and the game ball set up properly. I have an Object (or Entity) class which is used to instantiate each of the ...
3
votes
2answers
527 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 ...
1
vote
1answer
70 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 ...
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2answers
84 views

Keep gravity velocity the same all the time

I have 2D rigidbodies that fall to the ground, however they speed up while falling. Also, when they freeze in the air and then unfreeze, the velocity is set to 0 and they gradually start speeding up ...
0
votes
2answers
371 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 * ...
1
vote
1answer
511 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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0answers
24 views

Problems with voxel physics

So I have a problem that is divided into performance and how to solve it in voxel physical, obs: I'm using Cubiquity. What am I doing: I test all the blocks. When a different block and air is greater ...
27
votes
6answers
35k views

How can I implement gravity?

How can I implement gravity? Not for a particular language, just pseudocode...
1
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0answers
28 views

Constant orbit using Rigidbody in Unity

I'm trying to make a few game objects (moons) orbit a planet in unity. Basically just picture a planet in the center of the screen, and a few small moons that orbit the planet with a constant ...
0
votes
1answer
79 views

Libgdx Fine Tune Megaman Movement

With help from my last question, I was able to fix the issue of having a stuttering effect if you keep hitting jump, while jumping. I believe I have managed to match moving on the X axis and the ...
17
votes
3answers
10k views

What is a good book on physics for game development? [closed]

I'm looking for a good beginners' book on the subject of physics in game development. Something that focuses on 2D games would be preferable.
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4answers
137 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 ...
0
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0answers
37 views

Collision detection with Physics P2 in Phaser.io

had written this thread that relates to a project I'm developing while trying to learn phaser. I could really use some advise/ feedback on making the user experience a bit more easier as I seem to be ...
0
votes
0answers
13 views

Unreal Engine Physics creation is slower in Editor

I just figured out that when UPrimitiveComponent::CreatePhysicsState() is called, it calculates the mass, but only in editor, also when i build for non-editor it is faster (standalone) this is not ...
0
votes
1answer
320 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 ...
2
votes
4answers
2k views

Do two balls of different mass bounce different heights?

There are two balls and the only difference between them is the mass. Both are dropped from the same height on to the floor (static object with infinite mass), would both balls bounce up to the same ...
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0answers
25 views

Dropping through a platform in Clickteam Fusion 2.5

I am using Clickteam Multimedia Fusion 2.5. Currently, I have a rudimentary platformer game, with the following setup: player object is set as a physics platform, with the physics engine added to ...
0
votes
1answer
18 views

AS3/Flashdevelop - Controlling a 2D character to move around a planet with gravity

With a little help I have managed to create a 2D planet with working gravity that constantly pulls a character towards its center. The only problem now is that I am completely stumped on how to make ...
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0answers
18 views

Make Kinematic P2 Body collide with world bounds

I have a P2 object( A) with a custom bound that detects collision with another P2 object(B ). However, object A is set to be kinematic rather than dynamic as I do not want object A to react to ...
1
vote
1answer
425 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 ...
1
vote
1answer
679 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 ...
1
vote
1answer
53 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 ...
3
votes
2answers
407 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
2answers
37 views

Collider not working

I have a 2D object (without a parent) with a 2d box collider (dimensions are not small) added to it and set as trigger when I place it in the scene it works just fine however when I instantiate its ...
2
votes
1answer
88 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
votes
2answers
289 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
0answers
10 views

Limit rotation of flipper joint?

I have a working RevoluteConstraint using Phaser.P2.Body, and the motor enabled with the speed of 1, the flipper appears as it should, but only rotates around slowly. I'd like to set the normal ...
0
votes
2answers
689 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
0answers
14 views

Move ball through a direction angle in android canvas [duplicate]

I am building a simple game in android. I am successful in first step where I draw a ball in canvas in touch point. Now I am trying to move it from an initial point A (center) through the touch point ...
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0answers
10 views

Phaser P2 RevoluteConstraint motor not working

The following code produces a flipper and four balls that seem to interact as they should. They all collide with each other and the game world bounds. The problem is that the motor isn't working, nor ...
1
vote
1answer
533 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 ...