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2
votes
1answer
63 views

Getting started using C# and Physics (Resources, Tutorials, Samples, etc.)

As an application developer, I plan on now getting started in game development so I have come along to this site. I am a proficient C# developer so I guess it makes sense to start game development in ...
1
vote
0answers
36 views

Smoothly move between bodies

I'm not sure if the title is correct (please comment if it is not). I have a sprite (rectangle body), and I'm applying force on it to make it move from left to right and then go backward. The platform ...
2
votes
3answers
188 views

RTS engine tick rate

I've seen some varying tick rates used for RTS engines. Supreme Commander ran at a super-low 10 ticks per second. Is this normal for RTS engines, or do they normally have a higher tick rate?
0
votes
1answer
99 views

GameObject and Components

I am creating a relatively simple game engine in C++ and Qt. I am using Irrlicht for graphics, and as of now, I will not be using any physics or audio libraries. For time's sake, I am using ...
2
votes
0answers
63 views

Need help with objects moving toward the player

I am making a 2D game with simple "gravity": everything is just pulled toward 0,0. The speed at which they accelerate towards it is GravityAcceleration up to MaxGSpeed. I also want the player to be ...
0
votes
2answers
98 views

Best physics engine for OpenGL ES (different implementations)?

Can you recommend a good physics engine which is easily portable between WebGL and other OpenGL ES implementations like in Android and iPhone? I don't want a game engine. Only the physics part.
3
votes
1answer
119 views

What are the advantages of having a real time based physics? [closed]

Possible Duplicate: Fixed time step vs Variable time step Now just let me clarify what I mean by "real time based physics", which I will call RTBP from now on. Well, basically, it implies ...
5
votes
2answers
99 views

Calculation of Inertia Tensors

Bit of a complex and lengthy question that, I'll admit, I don't quite understand very well yet so I will try and explain as best as I can. Short Version: Is there a general c++/physx formula out ...
-1
votes
0answers
47 views

Create 3D ball on iOS [closed]

What's the easiest way to create 3D ball for iOS platform? It will be a game, where I need realistic 3D ball, with shade/stuff. Which framework should I try to use? The ball needs to move in all ...
1
vote
2answers
69 views

Pathfollowing with acceleration - centripetal force

I'm implementing A* waypoint pathfinding with some twists. One of the problems I'm encountering is because I do not change velocities of the agents directly but rather I do so through forces. Which ...
4
votes
0answers
39 views

What is a simple deformer in which vertices deform linearly with control points?

In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the ...
0
votes
2answers
108 views

Unsure how to move a unit to a point

I've got a unit and a series of points in 3D space which approximate the path it's been given. However, I'm not sure where to go from there. The unit has certain physical constraints, like, it can ...
3
votes
0answers
83 views

Weird problem with advect program in fluid simulator

I implemented 2d fluid simulator. Solver runs entirely on GPU. All works fine... on my work PC. But on home PC I have some awful glitches, and I can`t understand how to fix them. Empirically I ...
0
votes
4answers
130 views

Why is it that there are invalid “dt” values in physics simulations?

I'm utilising some of NeHe's spring code, and after getting some pretty weird results I eventually realised the source of my error - my "dt" value in my Update function; the value that everything is ...
1
vote
0answers
30 views

What is the most effective way to create a set of collision points for an aribitrary mesh?

In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...

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