2
votes
1answer
178 views

Inverse Explosion with Unity2d

I am currently trying to make all other objects push away from the player when the player explodes. It currently works, but it pushes close objects a little and far objects very far. What I want is ...
0
votes
0answers
114 views

Calculate mass moment of inertia of two 2D polygons

For a small 2D physics engine I need to know the following. I wasn't able to find an answer even after a week of research. Hope you can help me. I have multiple concave 2D polygons that are tight ...
3
votes
1answer
131 views

Calculating impulse with multiple collision points

In my amateur 2D rigid body physics engine for a game I react on collisions between two bodies with an impulse j (formula 11) as explained here. To calculate this impulse I need one contact point P ...
0
votes
0answers
48 views

Memory Management on Physic Body Frames in Unity

Compared from the Android programming with the help of LibGDX and Eclipse programming software in making 2D physics based game from this previous question, what if I'm throwing lots of game objects ...
4
votes
2answers
296 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 ...
2
votes
2answers
267 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.
3
votes
2answers
916 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 ...
4
votes
1answer
2k 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 ...