Tagged Questions
1
vote
1answer
133 views
Understanding Box2d Restitution & Bouncing
I'm currently trying to implement basketball bouncing into my game using Box2d (jBox2d technically), but I'm a bit confused about restitution.
While trying to create the ball in the testbed first, ...
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 ...
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 ...
1
vote
0answers
109 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 ...
1
vote
0answers
63 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 ...
0
votes
0answers
200 views
Unity3D: collider performances on mobile iOS devices
I'm experimenting with Unity3D and colliders. Unfortunately I still don't have Unity Pro version and I can't use the profiler.
Consider the following situation:
mobile devices (ios, iphone 3GS).
an ...