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
0answers
30 views
How to avoid ai hands or any body part going inside wall or ground? (Unreal Engine4)
Whenever my character get killed near wall his hands or any body part its goes through the wall making it look like half of the hands front of wall and another half through back. but i dont like it.. ...
0
votes
0answers
16 views
2D Action RPG Engine: Supports Physics scripting/Online [closed]
For a couple years now I've been wanting to develop a 2D Action/RPG game like the oldschool Zelda gameboy series, with a physics tune up.
Question: Is there an existing engine or mod-able game that ...
5
votes
1answer
101 views
How do I set an object's speed to arrive in X seconds?
I want to move an object to a point in the game world, I have the distance value which is far the player should move. I want to complete the movement in X seconds.
I have tried many equations and ...
1
vote
1answer
106 views
Quake 3 Gravity
From "Quake 3 Networking Primer":
The server accepts client commands as they arrive. It makes one call
to the VM per client command. This is the only time that players are
ever updated. ...
1
vote
2answers
97 views
What are the basic equations in 2D physics collisions?
I'm making a 2D fighter, and I have gotten a basic engine, but right now I need to add the collisions, but I'm sure a basic AABB check will not be enough.
I'm sure it needs some basic 2D physics ...
4
votes
3answers
224 views
+100
Rotating sprite around another sprite
I am building a pool game, and I want to make the cue rotate around the white ball.
Here is the live code:
http://199.26.84.223/nocol.html
Here is the code for the white ball:
balls = ...
3
votes
1answer
46 views
Collision happens even though the objects are not colliding according to what we see
I'm trying to build a pool game as my first phaser project.
The biggest challenge today was to make the cue rotate around the white ball. After hours of searching and not finding anything useful ...
2
votes
1answer
31 views
Switching from Arcade to P2 physics in Phaser
so i just started using phaser for test
i've followed the tutorial in the phaser website (making-your-first-phaser-game) everything is clear no problem .
but since i've making a pool game i need ...
0
votes
2answers
43 views
Slingshot gravity effect
I am trying to make a sling-shot that fires a projectile. I want it to act like the standard sling-shot in angry birds.
So far I managed to get the "pulling" effect, ie. If I draw backwards it fires ...
0
votes
0answers
34 views
Bird flight simulation (physics)
I tried to search something about bird-like animal flight simulation but it looks like everything is spammed with flappy bird 2D questions.
I want to have in my 3D game bird-like animals with ...
1
vote
1answer
29 views
In Physijs, how do I detect that an object is still?
I have a cylinder that simulates a flipping coin. I am using Physijs. The coin might bounce off the surface multiple times before stopping. How can I know when the coin has completely stopped moving?
0
votes
0answers
9 views
Box2D revolute joint positioning
I'm trying to auto test some basic assumptions about how bodies tied together with a revolute joint should be positioned:
void tst_GameController::physicsJointInitialPosition()
{
...
1
vote
0answers
16 views
Collision detection for multiplayer game with MatterJS
We are developing JavaScript multiplayer top down game where characters can move freely and collide with each other. We are rather weak at mathematics and physics, luckily we don't need much, just ...
0
votes
0answers
38 views
How to add colision for a punching in Unreal engine 4?
I imported a skeletal mesh as a player character and now imported a punch animation and made a blueprint that plays the punch animation when leftmousebutton is pressed. So now how to add collision to ...
0
votes
0answers
15 views
NavMesh giving jerky like motion
I instantiate Gameobjects that have a NavMeshAgent attached to them. Their destination is the player that can move around a map, and there is a baked NavMesh on the map.
The problem I'm having is ...
0
votes
1answer
26 views
How to get the directional vector (for IrrKlang) from pitch and yaw?
Currently my game engine allows the player/camera to pitch and yaw, so there's no roll.
The pitch angle starts at 0°, which means the camera is facing straight ahead. From here it can go up to +85° ...
1
vote
0answers
37 views
Unity 5 Distributed Physics in Client Server Model
I have a server which controls a physics object via buttons, adding force whenever I click them. I want to be able to have a client connect and whenever the physics object has a reaction on the ...
0
votes
0answers
24 views
Unity Mechanim makes physics behave weirdly
I'm developing a 2D Wrestling game in Unity 5 build 5.1.2f1. It's just the beginning so the character only has a number of animation states and a rigidbody2d.
This is the state machine
and these are ...
0
votes
2answers
51 views
Question on 2d physics
I want to know how I could simulate physics with 2d polygonal building blocks, where force applied to different point on the polygon's surface will give different response, a polygon on top of another ...
1
vote
1answer
19 views
Unity Physics Trouble with Platform Objects
Hi Game Development Community!
I'm new to designing in unity, and I'm having some issues with my player game object traveling through platform game objects. Several of my game objects (pink in ...
0
votes
0answers
33 views
Integer ops only 3D triangle-triangle collision detection
I've a need for 3D triangle-triangle collision detection using integer math only. Unfortunately, I'm not in a position where I can use 64-bit integers (only 32-bit) and my vertex values can be larger ...
1
vote
1answer
84 views
How can I implement child objects that follow the movement of a parent?
I'm looking for a way to have a character, let's call it "root," with a number of other similar characters attached to it. Let's call them children. When the root changes position the children follow ...
2
votes
1answer
44 views
Collisions between sprites in SpriteKit
I'm making a game in XCode using SpriteKit. The game has a player and different types of projectiles that he has to avoid. When the player collides with the projectiles, the score changes and the ...
2
votes
1answer
56 views
Is restitution the wrong value, to make bouncing objects?
I have been experimenting with Bullet. Specifically I was modifying the Hello World tutorial, to make the ball bouncing.
The first thing I noticed is, that I need to set both the restitution of the ...
0
votes
0answers
49 views
Java 3D collision detection with JBullet
So I have spent a long time trying to work on a collision detection system from scratch for own game engine and came up fruitless due to lack of time. Finally I decided to try to use Jbullet to try to ...
0
votes
1answer
19 views
Add force towards a point in Unity3d?
I have a Vector2 and want to move an object towards it...
(this vector2 is the mouse position when clicked and I made sure I get only one position when its clicked)
My initial thought was to apply
...
2
votes
1answer
152 views
calculating torque from angular momentum considering inertia moment
so I am trying to determine exactly how much torque to apply to a 3d model to make it rotate at a particular rate.
I apply force from the location of each engine on the craft so if one breaks the ...
10
votes
2answers
1k views
How to make my 2D character stand normally on slope?
I've got this character in Unity3D (2D Mode)...
in a a slope which looks like this,
But I want the character to stand along the red line..Like below
How can I make it in Unity3d?
I've got this ...
2
votes
1answer
100 views
GameMaker: Studio - Slow down calculations
I currently have an orbital simulator, with a brilliant answer in another Game Development question here, and would like to know how to slow down the calculations of Game Maker, to be able to do more ...
1
vote
1answer
78 views
How can I accurately simulate orbits in Unity?
I would like to create a space simulation with realistic gravity.
This means planets in 3d space which act as central gravity sources and multiple objects which are attracted by those planets gravity ...
1
vote
1answer
104 views
Can I use physics in Isometric map based games?
I am trying to use physics in my game which is an isometric map based strategy game that the player deals with a city full of buildings, roads and people in it. I am writing the game with Swift and ...
9
votes
2answers
154 views
How do I prevent raycast car wheels sliding sideways?
I've been writing a non-realistic car physics engine as a learning exercise, using this article as a reference.
I have a car that correctly collides with a terrain and applies the correct suspension ...
2
votes
1answer
44 views
Getting the Volume of an Uneven Mesh
Let's say I have a cube, and that cube breaks apart into 100 different unevenly sized pieces.
How can I get the volume of each of those pieces compared to the cube's volume?
Using this in order to ...
4
votes
1answer
92 views
Predictive Collision Detection - Find Time Of Impact
I have a green box at a starting position A. It can move along two paths
A to B is linear motion
A to C is under the influence of gravity (non-linear)
The thin vertical line is a fixed ...
0
votes
1answer
97 views
How does orbital math work?
I'm writing a 2d space game, and I want the players to be able to 'orbit' objects and other players (if they're fast enough, of course), but I'm having trouble coming up with the right way to think ...
6
votes
2answers
319 views
How to create rope?
I'd like to re-create this game, but I have no idea how to create the rope, or its influences on the ball.
Basically, there is a rope, "attached", at one end, to the mouse pointer, and at the other ...
1
vote
1answer
73 views
Find alternate shortest paths in Unity
I'm developing a game in Unity. It's a simple game where the rocket has to reach the point where the player touches on the screen. The movement of the rocket is physics based. When the rocket goes off ...
1
vote
1answer
60 views
Restricting body movement withing a specific length while dragging a gameobject in unity
private void OnMouseDrag()
{
Vector3 screen_sp=new Vector3(Input.mousePosition.x,Input.mousePosition.y,screen_space.z);
Vector3 cur_pos=Camera.main.ScreenToWorldPoint(screen_sp)+offset;
...
6
votes
1answer
135 views
Orbits: Combine the Pros of RK4, Symplectic Euler, and Verlet Velocity Integrator
Recently, I've implemented and compared a number of basic integrators for my physics engine. The 3 that gave me the best results are RK4, Symplectic Euler, and Verlet Velocity, but I think I need ...
1
vote
1answer
55 views
Unity 5 Server Side Physics - Alternative to constant position update?
I am looking into reducing load in client server games for a uni project and am looking at physics. The idea is that if a very low powered device tries to carry out some physics heavy action that it ...
1
vote
2answers
258 views
Invalid AABB aabb
Invalid AABB aabb
UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean,
Boolean)
I've got this error ...
3
votes
0answers
91 views
Path following with Asteroids-like movement. Time to complete path
I'm currently learning about how to do this, but it's best to post the problem beforehand. (posting on Physics and GameDev, as you guys know your math)
It's quite difficult to explain. This specific ...
1
vote
3answers
124 views
How to build a spaceship with interior in unity?
I've begun to study a unity engine in one purpose: I have a great multi player game idea!
The main essence: In space there are two (or even more) huge spaceships with crew consisted of players (all ...
0
votes
2answers
76 views
Player in Spaceship
I want to realize space game on Unity3d engine. There are some huge spaceships in the void. So, I want players flying in space in weightlessness, but when they go inside any spaceship, they will be ...
1
vote
1answer
86 views
How to implement angled surface?
I'am trying to implement 2D platformer game inspired by N game. But the problem is I have no idea how to implement something like this:
I have two ideas of how this could be implemented but i ...
4
votes
1answer
244 views
How To Program a fully controllable spring (Damped) motion
i'm working on a project that needs realistic 2D Animation, none linear motion you might say, i have tried many things such as Hermite Curve and a few other motions and in the end Spring Motion.
...
1
vote
1answer
61 views
Box2d jetski on water
At the moment I am trying to code a 2d game in java, where a jetski is riding on water. If you press on the screen the jetski should dive down and jump back up on release. How do I have to do this in ...
0
votes
0answers
67 views
Gravity and Jumping in Clickteam Fusion 2.5
So I'm currently building a bare-bones functioning game that involves simple platforming. Quite literally a box moving left and right and jumping.
I'm using Clickteam Fusion 2.5, and I know there's an ...
0
votes
0answers
20 views
AABB in OpenCL not working correctly
I have this really simple OpenCL kernel. The values get in correctly and get out correctly. So the error must be somewhere in the kernel. All the parameters are float arrays. pos rot vel and aPos aRot ...
0
votes
0answers
24 views
How velocity impacts on CCSprite in Cocos2d Chipmunk?
I am in need of the basic understanding of how velocity changing works? i.e. how CCSprite is able to jump at particular height when some velocity is set?
Let me give you an example on which I am ...