The rigid-body-dynamics tag has no wiki summary.
0
votes
0answers
22 views
Mixing kinematics and dynamics in ODE
I am trying to do some animations on characters with a variety of body plans. I am trying to make a system that uses IK for moving end effector positions (some of the time), and use the actual ...
2
votes
1answer
65 views
Adjusting a skeleton to a Specific Stance
Imagine having a climbing wall and you take 4 adjacent handholds and footholds where together they create a stance. Is there any algorithm or technique with which it would give you a realistic human ...
3
votes
2answers
175 views
Creating stable tentacle structures
I am using verlet integration to simulate some tentacles. So far it works great and I am satisfied with how it looks in general. Here is how a tentacle is built:
The very stiff sticks are colored ...
5
votes
2answers
190 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 ...
2
votes
0answers
136 views
Inverse Dynamics How to
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 ...
2
votes
2answers
206 views
Procedural generation of physics-enabled structures (in a 2D world)
Is it possible to procedurally generate stable structures out of rigidbody objects at a reasonable runtime speed? Imagine Angry Birds's levels kind of structures but generated procedurally.
1
vote
1answer
271 views
Strange behavior of RigidBody with gravity and impulse applied
I'm doing some experiments trying to figure out how physics works in Unity.
I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider.
I'm ...
1
vote
1answer
613 views
Understanding Unity3d physics: where is the force applied?
I'm trying to understand which is the right way to apply forces to a RigidBody.
I noticed that there are AddForce and AddRelativeForce methods, one applied in world space coordinate system meanwhile ...
4
votes
1answer
3k views
How to detect collision in Unity3D without rigid bodies?
The target platform of my game is mobile devices therefore I try to develop it performance oriented. It will be a strategy game so I don't really need physics in it, consequently I did not add ...
1
vote
2answers
348 views
Getting one rigidbody to follow another, but still react to stuff Unity3D/C#
Basically what I'm doing is having a ball you can pick up and drop on a ramp. When you pick up the first ball, the second ball follows close behind, and when you drop the first ball on to the ramp the ...
1
vote
2answers
284 views
Dynamic body implementation
I am writing a 2D game where one of the characters has some very particular requirements. This character is a body with no particular shape (similar to a fluid, but not so much), it has to be able to ...
3
votes
2answers
427 views
How can I implement revolute (hinge) joints in a 2d physics system?
Further to my previous question on fixed joints, I am now going toe-to-toe with hinge joints in 2D physics. Though the answer to the previous question was excellent, I have come across a few problems ...
1
vote
1answer
420 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 ...
4
votes
3answers
705 views
Kinematics of a die roll?
I'm working on a simple 3D game. In the game, sometimes the players have to roll die (a D8 to be exact). I wish to represent the rolling die with a 3D model, and I'd like to animate it in 3D space as ...
6
votes
5answers
1k views
Why do objects interpenetrate in this simple collision solver?
The code below is from a Microsoft XNA sample here.
This is quite a simple rigid body simulation that ignores many physical effects (such as angular momentum), but it does try to push objects ...