Questions tagged [kinematic]
The kinematic tag has no usage guidance.
17
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KinematicBody2D stutters/moves back and forth
I'm working in Godot 3.5, and trying to set up a navigation polygon for my kinematic body to mode around inside, but when I try to send it to some point, the body 'stutters'/moves back and forth in ...
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76
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applying gravity breaks entirely this AI movement code
I'm calling this function every 0.078 seconds so about at 13 fps using a timer connected to _ready()
this way my game can easily run over 400 enemy units with ...
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40
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Scared enemies run into walls
I set up a basic pyramid shaped enemy kinematic body that runs away from the player when its health is too low and runs towards the player if the enemy has enough health. The enemy also turns to face ...
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44
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Pushing Multiple Objects With Static Friction
Given is a set of objects at rest that are in contact with each other, external forces that are applied to them and static friction forces (forces that counteract an applied forces up to a maximum ...
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0
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273
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2D faux gravity walk/stick to a planet
I'm trying , to make a Player walk on a planet , through searching , I figured out that I can achieve this effect using Faux gravity , I tried to Implement it , but it's not working as intended:
...
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66
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Physics and unit size to feet
I'm dropping a object 1353 feet from a building. I can get the time(t) it lands with manipulating the total displacement of a object(/\x).
Gravity is 32 feet/s^2
While doing physics, kinematics or ...
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1
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1k
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How to stop Players and Enemies from pushing each other
I am developing 2D Top-Down RPG game. I have script that makes my enemy follow the player, and when they touch the player, the player will start to lose HP.
Everything works well, but when they touch ...
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1
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92
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Rendevouz Calculations
Say you have two objects in a vacuum with no forces acting on them.
The objects may or may not be moving.
Object A's acceleration is not equal in all directions, and object B may change its ...
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0
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199
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Roguelike movement system
I'm trying to implement a roguelike movement system for my game. I'm using the ECS architecture.
The requirements are:
entities will have a mass, on which should slow down the entity
movement ...
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1
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60
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KinematicBody returns null to try get collided Rigidbody
Player is a KinematicBody and enemy is a Rigidbody. I'm using move_and_slide() to move player. When they collided, each both push them opposite direction, so it seems like physics stuffs working, ...
1
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1
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994
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Bullet Physics Integration - direct movement of rigid bodies
I'm adding bullet physics to my engine. The physics simulation bits are all working nicely, but one bit I'm struggling with is being able to move objects using their co-ordinates, and then have them ...
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387
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How can I add acceleration to the movement of an object in a game
Below is the code that I'm using to move an object:
...
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51
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Kinematic rigidbodies push each other in unet
https://youtu.be/j3f44E-ExLc
I have a bunch of rigidbodies on each player, ALL set to kinematic. And this stuff happens. All the sword swinging is animation state driven, and basic back and forth and ...
7
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1
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1k
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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 ...
3
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1
answer
665
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Rotating kinematic object around a moving point Box2D
I'm new at Box2D and I am making a simple game where you control the rotation of the maze and the gravity leads the ball to the exit.
The game looks like:
The problem: I want to rotate the maze, ...
7
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1
answer
302
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Path following with Asteroids-like movement. Time to complete path
I'm currently learning about how to do this, but it's best to post the problem beforehand. (posting on Physics and GameDev, as you guys know your math)
It's quite difficult to explain. This specific ...
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2
answers
495
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Equation for exponential deceleration so the objects “stops” at destination
Let's say my ship's velocity during deacceleration phase is given by:
v(t) = v0 * exp(-k * t)
where v0 is the speed at the ...