Tagged Questions
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
32 views
Moving rigidbody2d towards mouse click using AddForce
I cant get my rigidbody2d game object to move to where i click the mouse. The first click works. The object travels to the mouse click and stops. But the second time (or the third time) i click the ...
1
vote
2answers
59 views
How do you calculate the rotational velocity of a flying object?
When a arrow shaped object is fired it slowly adjusts it's rotation to match the direction it is moving. But what is the actual physics behind it?
The question is: How many degrees does the ship ...
0
votes
0answers
27 views
Physics model of humen [on hold]
I use box2d with c++. And I want to use a physical model of human in 2d. I like scheme in following game: LINK
But I don't understand, how it's made. I'm a Newbie, please help me.
0
votes
1answer
23 views
Grid collision - finding the location of an entity in each box
I am trying to implement grid-based collision in a 2d game with moving circles. The canvas is 400x400 pixels. Below you can see the code for my Grid class. What I want it to do is check inside which ...
1
vote
3answers
79 views
Do two balls of different mass bounce different heights?
There are two balls and the only difference between them is the mass. Both are dropped from the same height on to the floor (static object with infinite mass), would both balls bounce up to the same ...
0
votes
1answer
40 views
Creating a vehicle using a physics engine [on hold]
What is the theory behind creating a generic 3D vehicle in a physics engine?
What I would like to know is what parts should I stick together to make the vehicle, how they parts should stick together, ...
0
votes
0answers
28 views
Physics Engine With Specific Requirements [on hold]
I am working on a very specialized computer game (I'm trying to do several things I have never seen before). The game requires a very specific 3D physics engine:
int-64 (long) entity positions (for ...
-2
votes
2answers
51 views
How to calculate a bounding rectangle of a polygon?
Polygon poly = new Polygon();
poly.getPoints().setAll(5d, 15d, 15d, 25d, 5d, 30d);
How do I calculate the Polygon's height and width? There is no poly.getWidth() or poly.getHeight() method in ...
-1
votes
0answers
18 views
How to create an invisible rectangle around a circle? [on hold]
The reason why I'm asking is so it's easier to create Grid based collision detection.
So how do I create an invisible bounding box around a circle/polygon?
1
vote
0answers
35 views
2D collision detection with Boundaries of object
Currently I have a working game in lwjgl/java, with an object(player) that moves across the screen. As it is tile-based, the player has to move around, and I need to know when it collides with certain ...
0
votes
0answers
42 views
Make circle rotate around a point [duplicate]
Circle c1 = new Circle(20); //Initialize
c1.relocate(200, 200); //Set coordinates
I will say right off the bat that I do not understand trigonometry. From what I've been able to find online, I need ...
0
votes
0answers
31 views
Lateral Friction Phisics
I am trying to create a physics engine for my game, and need to cancel out any lateral velocity for when entities turn. I have tried to mimic this page's example, but it is not working. I have objects ...
7
votes
3answers
330 views
Can I jump from A to B?
I'm making some rudimentary AI for my side-scroller and I need to know whether an AI unit can reach point B from point A simply by taking a jump.
Flight trajectory of my characters is a bit unusal as ...
6
votes
1answer
460 views
How to do collision detection for fluids in 3D? [on hold]
Is there an algorithm or a technique which can detect the collision between 3D fluids?
I currently treat my fluids as dynamic meshes. Is it possible to find collisions with these, or will I need a ...
-1
votes
0answers
20 views
Map Collision Detection in Ogre
I am writing a game and plan on doing all of the physics myself. I am currently working on collision detection, at this point specifically with the map. Currently, a BSP map is being used as it was ...