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Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.

3 votes

Circle Collision Resolution and Angular Momentum

You need a tensor for a generic solution. but the "specialized" solution here is that you have a a spin only if you have friction in your contact. otherwise of course the contact forces will purely be …
v.oddou's user avatar
  • 2,353
7 votes
Accepted

Box2D recommended step, velocity and position iterations

Secondly, you don't really need to care, you can simulate at 40 if you want, just be sure to linearly interpolate all of your matrices, the frame presentation time is the t, and your physics simulation …
v.oddou's user avatar
  • 2,353
-1 votes

Adding gravity to arrival steering behavior

If a snail divides his speed by two everytime he makes half the distance to its target, it will never reach the target. this is a contra-exponential assymptot. but we are in physics, not math, so some …
v.oddou's user avatar
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0 votes

Calculate intersect point / aim point

This is how I would pose the problem: position equation: $$ \begin{align} P_{dest} &= P_{01} d_1 t_1 = P_{02} d_2 t_2 \\ t_1 &= P_{dest} / (P_{01} d_1) \\ P_{02} d_2 t_2 &= P_{01} d_1 P_{dest} / (P_{ …
v.oddou's user avatar
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0 votes

2D bouncing formula doesn't work properly

normalize your normal vector n before using in in the reflect formula. Vector2 n = hit.normal; n.Normalize();
v.oddou's user avatar
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1 vote

Sphere to plane collision never rearching resting contact

Like both answers said, there are 2 "secrets", one is you need to stop applying gravity when bounces are determined to be over (which is a bit of an extension over Leftium answers, he just said "resti …
v.oddou's user avatar
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