Tagged Questions
1
vote
2answers
79 views
Jump without bouncing in physics engine
I am using Ogre3D as my rendering API, and OgreBullet as my physics engine.
I have an test entity that when the y part of the velocity is 0 and spacebar is pressed, the velocity changes to, lets say: ...
0
votes
0answers
24 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 ...
6
votes
3answers
244 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
143 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
213 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
286 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
719 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
289 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 ...
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 ...