Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.
0
votes
Accepted
Custom Physics: Preventing objects from losing velocity in certain situation
This is a non-trivial problem. See http://www.reddit.com/r/gamedev/comments/1w92dm/2d_collision_detection_and_resolution_solving_the/, https://www.iforce2d.net/b2dtut/ghost-vertices .
If all your blo …
2
votes
0
answers
273
views
Storing rigid body collision shapes in local or world coordinates
Most physics engines out there (e.g. box2d, bullet, dyn4j, chipmunk, PhysicsJS) and indeed most treatments of the subject store the collision shape(s) of a rigid body in local coordinates. …