Questions tagged [integration]

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2answers
47 views

How to limit speed while still adding external forces

I have a ship with a single thruster in space (no friction). My ship uses integration on every update, like this: (PSEUDO CODE) ...
1
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1answer
119 views

Dynamic rigidbody and kinetic with simplectic integration for trajectories [2d]

Okay, I have the following situation: I want to launch a GameObject into orbit of a planet and using the dynamic rigidbody everything is working as I want. I simulate gravity and as it hits the ...
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1answer
961 views

How do I integrate Nvidia Ansel into my Unity game?

I want to be able to use the super high resolution image capabilities that ansel have to offer but I don't know how to add it as the only thing that i can find are C++ libraries on their website.
5
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0answers
473 views

Implementing proportional navigation in 3D

Good afternoon guys, a = N * λ' * V is the formula for the commanded acceleration required to hit the target, where N is the proportionality constant, λ' is the change in line of sight and V is ...
2
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1answer
152 views

EULER Integration

I'm a little confused over using integration to move a sprite. This is how I've always achieved this: ...
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2answers
884 views

Moving sprites using the accelerometer (Android)

In my previous game, I was moving my sprite like so: ...
6
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1answer
499 views

Orbits: Combine the Pros of RK4, Symplectic Euler, and Verlet Velocity Integrator

Recently, I've implemented and compared a number of basic integrators for my physics engine. The 3 that gave me the best results are RK4, Symplectic Euler, and Verlet Velocity, but I think I need ...
3
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2answers
932 views

How do I integrate drag over distance?

In my game I want to model kind-of-accurate bullet physics. I have the following drag equation (in C#): ...
5
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1answer
537 views

Correct way to integrate scaled axis angular velocity into a quaternion

Across my travels on the internet I have came across two different ways of integrating a scaled axis angular velocity into a quaternion. The first way converts the angular velocity into an axis angle ...
1
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1answer
2k views

Leapfrog integration vs Euler integrator

I am looking at various integration methods for my n-body simulation and I'm slightly confused about actual implementation of leapfrog integration. According to the wikipedia page leapfrog method is ...
1
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2answers
106 views

Gravity Simulation failing at short distances

I have a 2D space simulation with gravity acting on three bodies (e.g. sun and 2x planets). The simulation seems pretty stable with RK4 (was unstable with Euler). The problem arises if the orbit of ...
1
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1answer
402 views

Working out velocity/time based on physical pixels moved

In my game I integrate like so: (Please assume all variables to be declared) ...
1
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1answer
402 views

What is the purpose of integration in physics engines?

All online resources seem to assume that you know what this means and/or state that this is related to object movement in some way. How does this differ than just ...
2
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2answers
412 views

Understanding constant acceleration in terms of game physics simulation

There are various integration methods that can be used for games. I am trying to write a simple physics engine deciding between semi-implicit Euler and Verlet variants. What I don't understand is ...
4
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2answers
3k views

How do I translate accelerometer readings into object movement?

I am using the DeviceMotionEvent web API, which gives me a device's acceleration split up into x-, y- and z-dimensions and a time interval. Here's my attempt at ...
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2answers
246 views

Integration error in high velocity

I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I ...
20
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3answers
8k views

Why is RK4 better than Euler integration? [closed]

At the end of these great slides, the author compares all the different integrators presented. One way or another, they all fall short except for Improved Euler Integration and Runge Kutta 4 ...