Software for simulating physics like collisions, forces, mass, joints, motion etc. Examples of physics engines are PhysX, Havok, Bullet and ODE.

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7
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1answer
172 views

How do I fix objects “popping” or jittering in physics engine?

I've got a simple physics engine that solves collisions by simply correcting the position of overlapping bodies (just circles for now) directly, as opposed to just changing the velocity or applying an ...
-1
votes
1answer
106 views

Is there any physics engine for XNA? [closed]

I am an XNA game developer. I am now starting to develop physics games on XNA but the problem is that I don't know about any physics engine desinged for XNA. Please if you know about it kindly help ...
2
votes
1answer
127 views

Bullet physics: how to make a soft body “static” (kind of)?

I'm fairly new to Bullet and started using it a week ago. I mainly played with rigid bodies and everything works as expected but now that I also need to add soft bodies into my simulation, things got ...
2
votes
1answer
163 views

Realistic 2D Planetary Physics Engine?

I'm doing a spaceflight simulator in C++ (using Allegro 5), and I realised that I could just use a physics engine instead of writing my own physics. So that's what I'm doing. Since this is going to ...
1
vote
2answers
104 views

Moving Sprite With Physics Frame

Normally, a physics frame in pink (see image below) gives the body for detecting hit signal. It usually either falls down or lifts up depending on the gravity orientation. The question is: Is it ...
0
votes
1answer
79 views

Pick and Drop the Ball Testing Without Replicating the Physics Frame

I am making a program that pick, drag, and drop the ball. In real life, once you pick the ball and drop it, whenever the available object is (what you see is what you get) will only be picked and ...
1
vote
2answers
98 views

limiting jump forces to achieve a maximum jump height [duplicate]

A player and the world are modeled using a physics engine. Jumping is modeled by applying a vertical upward force to the player's physics body when the jump button is pressed. The upward force is ...
12
votes
3answers
578 views

Resolving a collision with forces

In my 2D physics engine, I can detect AABB vs AABB collisions, and resolve them by finding the shortest penetration vector and adding it to the AABB's position. Doing this "pushes" the first AABB ...
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0answers
38 views

how to make virtual environment consistent in networked applications?

I have a Virtual Environment(grid of cubes) which has the same state on both users when the application starts. Both users have haptic devices, whose position is depicted by a small sphere in the ...
0
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0answers
122 views

An “AABB Physics Engine” [closed]

I've been working on the physics for my 2D game and for the past two weeks it's been doing my head in. I wanted something a little more complicated than what you see in 2D platformers, but I wanted to ...
2
votes
0answers
128 views

Inverse Dynamics How to

I have some motion capture data (kinect) that records all body joints (32fps) and I want to take particular positions (for example when a person moves both of his hands up in the sky in celebration ...
0
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0answers
32 views

ODE Crash when I declare dMass variable [closed]

I have a great problem with Open Dynamic Engine: when I declare dMass variable, my program crash in geom = dCreateBox(phy->getSpace(), sideLength.x, sideLength.y, sideLength.z); It too crash if ...
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vote
0answers
148 views

Friction due to gravity in an impulse based physics engine

In my physics engine, i'm using impulses to solve collisions. I'm basing all calculations on these equations: impulse = desired_velocity_change * mass impulse = force * time friction_force <= ...
1
vote
1answer
123 views

What physics engine support force fields and bodies represented as points?

I need a game engine that supports force fields in 2d or 3d, but suitable for 2d calculations, like bullet. Each body I want to simulate is represented as a set of points. Each point has positive ...
2
votes
1answer
160 views

RK4 integration and Continuous Collision Detection

I'm using this method to detect collision between two AABBs. The algorithm is simple, fast and works great. It uses the relative velocity between the two objects to calculate TOI. This works fine with ...

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