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
43 views
How to implement deceleration and stopping over a certain distance
So I have a a character, say a spaceship. It needs to move distance R, and in direction T (Theta). So say if The object is at (0,0), and it needs to get to (4,3), it has R = 5 and T = about 36 ...
2
votes
2answers
78 views
Creating shattering effects without having to use actual physics?
For certain effects like glass shattering and falling objects cracking to reveal their inner contents, are there any tricks or ways to implement these fracture physics without having to use actual ...
-1
votes
0answers
45 views
2D Rigid Body isn't working properly, gravity and impulses with SAT collision detection
I'm working on a game that should in the end be running on a small device and therefore I'm tryging to make it as small as possible, will only use boxes acting under the law of physics.
I'm not ...
2
votes
1answer
114 views
2D Particle Physics
I am wanting to write small Particle and ParticleEmitter Classes for a HTML5 Canvas Game (Though, just discussing it in pseudo code is fine)
I am not great, at all, at Physics, and I don't want to ...
1
vote
1answer
27 views
Getting BEPUphysics to draw its entities
Isn't there a way, to force BEPUphsyics to show what it is doing?
I am here with my existing XNA project, starting to put in BEPUphysics,
but I am not seeing what it is doing.
Take my model for ...
0
votes
5answers
315 views
Collision detection logic
Edit 2
In the following picture sprite1 (the red square) is hitting the platform from the left, so:
sprite1_rightEdge>platformSprite leftEdge
would be true, so I can simply reposition ...
7
votes
2answers
221 views
Drone targeting
Imagine a "drone" and a target point on a 2d plane. There are eight parameters:
P = my position
Q = target position
V = my velocity
I = my moment of inertia
w = my angular velocity
s = my angular ...
0
votes
0answers
22 views
Mixing kinematics and dynamics in ODE
I am trying to do some animations on characters with a variety of body plans. I am trying to make a system that uses IK for moving end effector positions (some of the time), and use the actual ...
0
votes
2answers
103 views
making different kind of bullets
I have an enemy which shoots 3 different kind of bullets. They are of different sizes, speed, and representation (rectangle, oval, and a more classic bullet).
Should they be 3 separate classes or ...
0
votes
1answer
47 views
Implementing Frame of reference for physics calculations
How would I alter physical calculations to account for frame of reference of a physical body?
Currently I have a world that is a collection of rigid body objects that act on each other. There is no ...
-1
votes
0answers
40 views
How to move a PhysicsSprite
I'm trying to move a PhysicsSprite from left to right based on where the user clicked.
I understand that a simple Sprite can be moved by MoveTo functions but what is a way to move a PhysicsSprite? ...
7
votes
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 ...
4
votes
0answers
66 views
Looking for very simple implicit integration example
I am trying to design a robust cloth system. I have no problem at all simulating things like that using forward integration such as euler, midpoint, runge-kutta, verlet, etc. However, I just can't ...
0
votes
1answer
80 views
Is there a “box2d without physics” lib (only for collision detection)?
Box2d Collision detection algorithms are probably the best ones out there. Unfortunately, they are bundled together with a realistic physics engine that I don't need.
Is there an open source project ...
11
votes
1answer
293 views
Pathfinding on a uneven planetary surface
My question is what would be the best approach to pathfinding on an uneven planetary surface?
Background Information
I have created a planet from displacement mapping 6 sphere projected planes. ...
4
votes
1answer
122 views
Automatically generate low detail collision meshes
I lately integrated Bullet Physics into my little game engine, but for now I only use basic shapes as spheres or boxes for collision checks. For more realistic physics I need collision meshes for all ...
-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 ...
0
votes
0answers
33 views
after I translate a model in relation to another and I rotate it both models change
I am trying to translate the world model but when I rotate the world model it rotates about its origin, the origin that I moved in relation to the model that the viewport is supposed to follow.
...
1
vote
1answer
101 views
Is using Box2D for simulating gravity “in space” a good idea? [duplicate]
I'm attempting to write a simulation of a solar system of planets in 2D space that are attracted to each other through Newton's law of universal gravitation.
I know that it is possible to simulate ...
2
votes
2answers
87 views
implementing a 2d looping using a physics engine
I am implementing a 2d mobile racing game. I have already implemented a 2d terrain using a physics engine (using edges). Now i would like to implement a looping very similar to the one in the old ...
1
vote
2answers
187 views
How can I manage large numbers of objects in a physics engine? [duplicate]
MY friend and I are programming a game and I decided to give the physics engine a try. I was able to get a class working where it would calculate out the total force on a model and apply the correct ...
1
vote
1answer
92 views
Simple 3D particle gravity in javascript? [closed]
I'm trying to do some simple gravity handling in my 3D environment (I'm using three.js). I've got some code, but it doesn't work. I'm hoping it's just a silly bug somewhere. Note: This is a ...
10
votes
2answers
327 views
Implementing a homing missile [duplicate]
I'm having some trouble implementing a homing missile that satisfies what I'm looking for. I have already tried the Seeking and Arrival behaviours described in this link, but none of them were what I ...
-1
votes
1answer
153 views
Creating physics in xna
I am creating a racing game using visual studio 2010 and xna 4.0. I'm trying to create some simple physics so my car sticks to the heightmap I have created within my game world and the model adjusts ...
2
votes
1answer
128 views
Physics engine for Billiard game [closed]
I need to write a simple 3D billiard game using OpenGL. Which physics engine is simple and best to use in this case? Or it's better to write physics by myself?
0
votes
0answers
76 views
Calculating the acceleration of a car
I'm trying to calculate the maximum acceleration a car can achieve with the current gear ratio. I am ignoring drag forces and friction to keep it simple.
I'm doing this by:
calculating the torque ...
1
vote
1answer
47 views
Physics Simulation - Pushing an object with user control
I'm working on a 2D game engine using C, SDL and OpenGL. Have worked out basic graphics, physics, and broad phase collision detection. I am trying to realistically simulate "pushing" objects around. I ...
1
vote
1answer
138 views
Swarm/crowd movement with box2d?
Apart from using b2Body::setTransform(), are there other ways to move a body around while keeping its dynamics ?
I want to move several bodies at the same time into one direction, pretty much like ...
2
votes
3answers
185 views
How should I calculate the new angle/direction of my ball hitting a wall? [duplicate]
I'm building a Pong game and I am stuck at how the ball should bounce when hitting a horizontal wall.
I tried a few methods but none seems to work.
So far I have an update method, which is called ...
1
vote
2answers
142 views
Regarding physics engines and the GPU
The rigid body physics engines that use a "bounding box" for collision detection, I am aware of how they are created.
What I want to know is, is there a physics engine that does not use "bounding ...