0
votes
1answer
199 views

Rope Colliding with a Rectangle

I have my rope, and I have my rectangles. The rope is similar to the implementation found here: http://nehe.gamedev.net/tutorial/rope_physics/17006/ Now, I want to make the rope properly collide ...
4
votes
4answers
303 views

The physics equation for a perpetual seesaw

I am trying to create a game that involves two or more people jumping on a seesaw and propelling each other in the air. I need help with the physics equations Assume no friction and no air ...
-1
votes
1answer
143 views

Is there any physics engine for XNA? [closed]

I am an XNA game developer. I am now starting to develop physics games on XNA but the problem is that I don't know about any physics engine desinged for XNA. Please if you know about it kindly help ...
2
votes
2answers
263 views

Applying Angular Acceleration in a Basic Physics Model

I'm attempting to use a basic physics system to create an arcade flight model. So far I have managed to get the aircraft moving forward, apply gravity, etc. However, after trying to implement torque I ...
-2
votes
1answer
118 views

Help finding a good XNA physics library? [closed]

I'm looking for a good physics library for XNA. Can anyone help me find something good, simple and easy to learn for XNA?
1
vote
0answers
115 views

Collision shape and Model problem

I used BEPUphysics for my XNA 4.0 game , the problem is that I load my model.fbx from into the game then add it to the space of physics engine , but when I change the scaling matrix of my Model then ...
-1
votes
1answer
199 views

forward motion car physics - gradual slow

Im having trouble creating realistic car movements in xna 4. Right now i have a car going forward and hitting a terminal velocity which is fine but when i release the up key i need to the car to slow ...
5
votes
3answers
503 views

'Spring' physics

I'm trying to put together a struct or a method of some sort that will allow me to check the relative position between two objects, and if they're too far apart, apply a force that will draw them ...
6
votes
3answers
542 views

How do I make a moving object stop smoothly at the end of a path?

There are a dozen ways I could word this question, but to keep my thoughts in line, I'm phrasing it in line with my problem at hand. So I'm creating a floating platform that I would like to be able ...
4
votes
1answer
846 views

Friction in 2D game

I'm developing a 2D platformer, although this question could probably apply to just about any 2D type physics; What is the equation for friction? I have sort of a hacky type of friction set up in my ...
4
votes
1answer
358 views

2D Magnet-like repelling behavior

If somebody wanted to develop a system between two intersecting rectangles so that the rectangles would, in a gradual process, push eachother away from one another until no longer intersecting, with ...
3
votes
0answers
191 views

How can I stop my Jitter physics meshes being offset?

I'm developing a C# game engine and have hit a snag trying to add physics. I'm using XNA for graphics and Jitter for physics. I am trying to split the XNA model into it's meshes, then create a ...
2
votes
1answer
257 views

Free physics library?

What are some good recommendations? I have a vertex buffer and indices and I want to be able to detect collision between it and a bounding box or another object.
4
votes
2answers
316 views

Box-box contact information

I have two colliding boxes, How i can calculate contact information like (contact normal, contact point and penetration) . Is there any simple algorithm . Note: i'm using XNA .
5
votes
5answers
904 views

Glass shatter simulation

I need to make a simulation with stone thrown on the glass window. Could you please help me choose the tools to make it quickest and easiest? And maybe some tips how to do it :). I mean, I was ...
0
votes
1answer
177 views

Is it possible (from the vertex shader) to always draw at specific pixels?

I am wondering if I can (if possible) make a vertex shader that will always make the pixel shader draw everything in 1 pixel, at position 0,0. I know this sounds crazy, but it's needed in the ...