The imitation of a real-world process or system.

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1answer
59 views

2d block based game storing water simulation

I am making a 2d block based sandbox game like terraria. I'm trying to think where is the better place to store water in, data structure wise. That is, to store it in the block world array, or to ...
1
vote
1answer
69 views

How should my creatures see the world?

This may not be the best forum for this question, but I know a lot of you have dabbled in the field of general AI for games so here it is. I'm doing the cliche population evolution of creatures in a ...
0
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0answers
7 views

Should the Sprites in my Boids implementation be backed by model objects?

This question is about the proper way to architect an implementation of Craig Reynolds Boids algorithm. I have an Agent object like this: struct Agent: Equatable { let identifier = ...
2
votes
2answers
212 views

How can I simulate thousands of things at high frame-rates?

I'm working on a simulation game like SimTower where I'd like to keep track of thousands of items at once. Other games like this, appear to have hundreds or thousands of rooms with elevators with ...
2
votes
1answer
75 views

Correct order of entity updates and collision detection

I'm trying to simulate a number of units walking in a single file. My update loop looks like this: for each unit: n = compute next position if n is empty then move to n If I start the loop ...
1
vote
0answers
11 views

Serious issues with grid of connected springs

So i have a simulation I am trying to make where there is a grid. Each dot will be connected to the dot Above, below, left, or right (If such dot exists) via a logical grid. Theoretically when I ...
0
votes
1answer
93 views

Implementing traffic conditions in TORCS

I am working on a project about "Effects of Traffic conditions and Track Complexity on Car Driving Behavior". Is it possible to implement traffic in TORCS, or should I use another car simulator? By ...
0
votes
0answers
34 views

Non-real time simulation of overlapping repulsive balls

I want to make a non-real time simulation of overlapping repulsive balls, initially in 2D and later in 3D. With "non-real" I mean that rendering is not needed after each time step. First of all, ...
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0answers
33 views

Circular motion

I'm working on a to-scale simulation of the Solar System with HTML5 Canvas but a problem appeared which I am unable to solve. All the astronomical objects I've added have a point-of-reference (i.e. ...
2
votes
2answers
85 views

How should I efficiently store faction relationships?

I'm working on a game that follows the life of a powerful magician as she lives, dies, and reincarnates dozens of times across hundreds of years. Meanwhile, empires rise and fall around her--she can ...
1
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0answers
71 views

Cell Based Simulation

I'm working on a cell based simulation in a pixel shader (webgl, shadertoy.com specifically), but am having some challenges trying to make the simulation consistent. Each cell (pixel) has the ...
2
votes
1answer
66 views

How to make the inside of a cube accessible

I have a cube, it is made up of smaller cubes each making the big cube 8x8x8. The cube is the map. The player of the game needs to be able to appraise the entire map and understand it without having ...
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votes
1answer
119 views

How would I implement a realistic stock market?

I'm making a corporation simulator, and it contains stocks. In the game you can buy and sell stocks, but I can't implement a realistic change in the price for them. How do I make them change up/down ...
2
votes
3answers
107 views

Synchronisation on a non authoritative networked peer to peer scene

I currently have a piece of coursework that requires 3 or more 3d simulations connected via p2p to maintain a simulation that is visually consistent amoung all peers. A big issue is that I'm not ...
0
votes
2answers
52 views

Why is my gravity script repelling and not attracting?

I'm currently working on a small simulation of Newton's Law of Gravitation in Unity3d, and it seems to be working pretty well, except, it's doing the opposite of what I expected. Instead of attracting ...
1
vote
0answers
65 views

Open Borders in Fluid / Smoke Simulation

I am trying to adopt a fluid / smoke simulation based of the source files of this video to my needs but came across a few problems when trying to make it open at the borders (flows into the void). ...
60
votes
3answers
16k views

How do I create 2D water with dynamic waves?

New Super Mario Bros has really cool 2D water that I'd like to learn how to create. Here's a video showing it. An illustrative part: Things hitting the water create waves. There are also constant "...
3
votes
1answer
135 views

Non linear scaling to show a sol system

In a sol system 2d simulation I have some problems in showing the entire system (ie: eaven planets far away than saturn ) letting distinguibles the nearest planet orbits. Actualy a use a simple ...
2
votes
0answers
66 views

How can I simulate these two droplet? [duplicate]

Below is a two droplet merging together,in 2d. I want to simulate the behavior when I exert combination force(through mouse or fling force on touch screen) on one of them to make them to be a larger ...
4
votes
3answers
552 views

Does a basic game engine prototyping tool exist, for common game types?

There are a lot of classic game engines out there (Real Time Strategy, Turn Based, etc), of which you can find countless variations. All of them have a basic starting point which involves units, ...
6
votes
1answer
434 views

Height field/Shallow water eqation water simulation with ground height

Hey guys I found a lot of tutorials on 2D height field/swe water simulation but I have yet to find one that takes into account of ground height, i.e. http://zejiazheng.com/?p=87 The overall water ...
3
votes
5answers
2k 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 ...
1
vote
1answer
306 views

Simulation of ball movement in a 3d landscape. The easiest way?

I have a landscape(generated via Perlin noise) and a ball. I want the ball to move along the geodesic(implementation of basic physics: gravitation, friction). I thought to do raycast around the ball ...
5
votes
1answer
313 views

Elegantly simulating NPC movement in inactive areas

My AI is utility-driven in a similar pattern to The Sims, where all unique behavior is coded into interactable objects, and the only thing an NPC does is decide which object they wish to use, path to ...
0
votes
1answer
66 views

Simulate popularity

I'm working on a music game. It has genres like pop and rock. Different centuries have different music popularities. (Influences the sales) I thought about building an object like this: var rock = { ...
2
votes
2answers
125 views

How do I model diffusion and heat?

So I'm trying to solve a heat/diffusion equation for a continuous space, but I'm not opposed to a grid solution. I'm a little short on the maths needed but have made it work so far. If I model ...
4
votes
3answers
793 views

How can I model the physics of an air blower?

I want to model simple lottery machine, it has got a bottom blower. Do you know how can I get force applied to object above blower by air from blower, or equations to model this behavior? Red ...
5
votes
1answer
721 views

Programming Dynamic 3D Water/Waves?

I'm a little bit stuck on how I might go about programming dynamic, interesting water in a game. To qualify that a little bit, I'm interested in creating water with broad, rolling waves that affect ...
12
votes
4answers
1k views

Animated examples of different interpolations formulas: any link? [closed]

I remember having spotted a link to a huge page with different equations to non linear interpolation curves, for example if you want to stop a car smoothly, etc. Those can sometime be useful to ...
21
votes
7answers
5k views

Transmission implementation in a car game

I'm trying to create a simple car game with manual gear changes. However, I'm having a bit of trouble implementing the gear changes. Here's my current code for the "car": int gear = 1; // Current ...
2
votes
4answers
582 views

Acceleration based on current speed?

The faster an object goes, the slower it will accelerate, going from 0 to 50 takes a lot less time then going from 50 to 100, How do I calculate that, though? EDIT: Extra details, This specific ...
0
votes
1answer
99 views

Fixed joints in 3D

I'd like to build something like rigid origami in 3D space. So I need some mesh where each vertex is a particle and the set of the edges makes a chains/fabric where each edge is a "fixed length" ...
1
vote
1answer
381 views

Need help with a complex 3d scene (using Ogre and bullet)

In my setup there is a box with a hole on one side, and a freely movable "stick" (or bar, tube). This stick can be inserted/moved through the hole into the box. This hole is exactly as wide as the ...
3
votes
1answer
899 views

Simulating Smartphones on PC with Unity

I want to make a game that depends on the phone orientation (changing shoot direction with tilt), however I need to test this on PC. So is there any tool I can use to simulate the orientation of the ...
2
votes
1answer
283 views

How to run physics simulation in the background for possible future outcomes?

I'm designing a physics-heavy game in 3d. The core mechanic of this game is that the user gets to choose his actions based on probable future outcomes. For example - the player has a choice whether ...
4
votes
1answer
337 views

Simple Water surface simulation problems (GDC2008 Matthias Muller- Hello World)

Im attempting to implement a simple height field water surface simulation outlined in Matthias Muller's GDC 2008 talk. "http://www.matthiasmueller.info/talks/gdc2008.pdf" I can't seem to see why it ...
1
vote
1answer
159 views

How do I calculate the motion of 2 massive bodies in space?

I'm writing code simulating the 2-dimensional motion of two massive bodies with gravitational fields. The bodies' masses are known and I have a gravitational force equation. I know from that force I ...
4
votes
2answers
247 views

How do I calculate legal moves in a travelling board game?

I'm making a traditional roll-the-dice-and-move style board game. Players move along the white squares on the board (see image) and may move in any available direction from a junction. Players must ...
3
votes
3answers
449 views

Throwing a ball and estimating its path using a Physics engine

The problem: A player entity wishes to throw a ball from a known position with a known initial velocity. The surrounding environment contains physical objects that can alter the trajectory of the ball....
0
votes
2answers
10k views

How to add isometric (rts-alike) perspective and scolling in unity?

I want to develop some RTS/simulation game. Therefore I need a camera perspective like one knows it from Anno 1602 - 1404, as well as the camera scrolling. I think this is called isometric perspective ...
12
votes
4answers
5k views

Physics engine recommendation which can simulate pool game correctly? [closed]

I'm making a pool-game like game. This game requires correct (or very accurate) reflective bounces. I tried Box2D and Bullet Physics, but they both have this problem. If there is a wall on top of ...
5
votes
2answers
1k views

How can I simulate a floating character in Box2D?

I am creating a jump'n'run game using the Box2D physics engine. The main character should be a robot like creature without legs, floating over the ground powered by a jet engine. The motion should ...
1
vote
1answer
97 views

Looking for a peer reviewed article that details the benefits of a physics simulation within interactive media [closed]

I'm hoping this is the correct place to ask this question as it is video game related and can be seen as a key ingredient in modern game development. Does anyone know of a peer reviewed article that ...
7
votes
5answers
574 views

How can I maintain saved game backward compatibility?

I have a complex sim game I want to add save game functionality to. I'll be updating it with new features continually after release. How can I make sure my updates don't break existing save games? ...
0
votes
0answers
379 views

Run a few seconds of simulation just after loading a scene

I'm looking for a way to execute 3 to 15 seconds of simulation once a scene is loaded. The problem is: some objects can be left suspended in motion while the player exits the scene. their state is ...
2
votes
1answer
662 views

Does client side prediction sync with the server in the past?

I've spent some time now messing around and just trying to learn dead reckoning and client side prediction for the fun of it. Most of what I do doesn't need it, so i've never had a need to go down ...
0
votes
2answers
173 views

How can I handle merging and splitting lots in a city block? [closed]

I am currently working on a SimCity-style game in C# using SharpDX. I'm having trouble handling the growing and shrinking the game entities that represent zones within a region. For example: +--...
0
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3answers
277 views

Simulating (Human) Needs? [closed]

How can I simulate the vegetation (of a human being)? To simulate Hunger for example, I use some kind of saturation based system now. Means that every food-object saturates differently and the ...
0
votes
1answer
468 views

What concepts are there for interactive water?

I want water to be a gameplay object in my game. The player should be able to take in in a bucket and tip it out somewhere in the world. Water should flow in some way so that it can be used to build ...
4
votes
1answer
3k views

Advance efficient water physics simulation [closed]

Summary: I am looking at creating a large(ish) ocean which multiple ships will be present in doing their own thing. I want the ocean to be a life like as possible but without compromising too much on ...