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
1answer
34 views
Farseer Physics for Xna missing ConvertUnits class
Im using Farseer Physics with Xna 4.0. Im following a starter guide. It said that to draw, I need to convert the meters to pixels with the ConvertUnits namespace. I looked through all of the engine, ...
0
votes
0answers
39 views
Nape physics - Moving a body
Hey I'm currently getting started with physics engines and I set up a body (box shaped) which represents my character.
Question: Which methods can I use to move a Nape.Body aka my char?
I tried so ...
0
votes
2answers
33 views
Vectors with Circles Physics -java
This is a problem I've been having, When making a set number of filled circles at
random locations on a JPanel and applying a gravity (a negative change in the y),
each of the circles collide. I ...
-1
votes
0answers
72 views
I am a physics bachelor interested in game development [closed]
Where do I start?
I'm interested in implementing the physics elements in games. Maybe build up a portfolio on the side. Maybe even end up with some kind of a physics programming job eventually.
...
2
votes
3answers
114 views
Game physics / 2D Collision detection AS3
I know there are some methods you can use like hittestPoint and so on, but I want to see where my movieclip colliedes with another another movieclip. Any other methods I can use?
by any chance does ...
0
votes
3answers
150 views
Can these game be fully coded in html5/javascript?
I mean the mechanics of the game. Would it be possible?
-Pokemon GBA series, rendering the world would be easy, but what about battle mechanics?
-MapleStory, after seen dragonbound.net which is an ...
4
votes
5answers
202 views
How do I implement deceleration for the player character?
Using delta time with addition and subtraction is easy.
player.speed += 100 * dt
However, multiplication and division complicate things a bit. For example, let's say I want the player to double his ...
2
votes
0answers
44 views
Physics-based dynamic audio generation in games
I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content ...
3
votes
1answer
94 views
Trouble with AABB collision response and physics
I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and ...
0
votes
0answers
59 views
Updating physics for animated models
For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter)
The problem is that the update process for the animated models takes too long.
Thats what I do:
Each ...
5
votes
3answers
164 views
Smooth waypoint traversing
There are a dozen ways I could word this question, but to keep my thoughts in line, I'm phrasing it in line with my problem at hand.
So I'm creating a floating platform that I would like to be able ...
2
votes
1answer
150 views
Simple (and fast) dices physics
I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port).
I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ...
2
votes
1answer
151 views
Making AI jump on a spot effectively
How to calculate, in 3D environment, the closest point, from which an AI character can jump onto a platform?
Setup
I have an initial velocity V(Vx,Vy,VZ) and a spot where the character stands still ...
2
votes
1answer
150 views
Friction in 2D game
I'm developing a 2D platformer, although this question could probably apply to just about any 2D type physics; What is the equation for friction? I have sort of a hacky type of friction set up in my ...
4
votes
1answer
121 views
2D Magnet-like repelling behavior
If somebody wanted to develop a system between two intersecting rectangles so that the rectangles would, in a gradual process, push eachother away from one another until no longer intersecting, with ...