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
44 views
Calculate Jump Limits
My question is in a similar vein to this question, I am creating a pre-mapped pathfinding solution much akin to how Ash Blue was for my 2D platformer-style game (in XNA). As part of the process, I ...
0
votes
2answers
54 views
How to adjust my games speed to fps
Hi so i am making a small sort of physics engine, but if your fps is really slow the physics will update slower and objects will move slower. How do i make the speed of objects greater if the fps is ...
-1
votes
0answers
65 views
How does one integrate an engine into a software? [on hold]
Recently I was in need of a simulation software for bulk goods, but did not find a suitable one (in terms of cost and functionality).
The project is over now, but I decided to take another short look ...
8
votes
2answers
107 views
Calculating Linear force required to hit a specific vertex on a parabola
The idea is a user presses somewhere on the screen and the program will fire an object in a parabola shape from a defined start position that has it's vertex where the user touched the screen.
I have ...
0
votes
0answers
9 views
What is vector<E> how to use in android java [duplicate]
I making game i want use vector into velocity,position and rotation. But i don't know how to wark vector so please help.
Thank you
8
votes
1answer
97 views
2D Physics: storing previous position vs storing velocity
I saw a number of 2d game tutorials and books where previous position of an object was stored in state instead of velocity vector. Velocity is then calculated each frame as a difference between ...
2
votes
1answer
169 views
Why do my Box2D bodies not fall, even though world.step is called?
I have SFML set up with a Box2D world that has gravity, but my bodies won't
move. I std::cout'ed the position of the body in the game loop, but it's always at (0, 14)!
No errors or warnings, just no ...
-2
votes
0answers
25 views
How to use vector<E> in android java [closed]
I want use vector like startvelocity,startpoint and rotation.
2
votes
2answers
42 views
Cant jump from ground collision
I have a character that starts in the air and applying gravity to it to collide with platforms in my level. At the start, the character gradually gains speed descending until it collides with a ...
6
votes
2answers
133 views
Is this a correct backward Euler implementation?
I want to simulate a mechanic object like this:
init acceleration a;
init velocity v;
init position x;
loop {
get delta time dt;
v = v + a*dt;
x = x + v*dt;
}
I use the velocity (which is the ...
-3
votes
0answers
17 views
Which is best class projectile motion in android java [closed]
I am new game developer i am use eclipse i want projectile motion like angry bird in my game but i don't know which class is use in android java. Please Help me thank you.
0
votes
0answers
54 views
Trying to get Box2D bodies to fall [SFML, Box2D, C++] [duplicate]
As the title says I'm trying to make my Box2D body to fall, but it won't work.
It just stays at the same position.
Sorry for the long codes but I have no idea where I'm doing something wrong, so I ...
2
votes
1answer
43 views
Unity 2D Hingejoints break under extreme force
I have added a rope to my game that is made up of multiple small gameobjects, each connected to eachother by a HingeJoint2D. Since 1 unit of mass in Unity is supposed to represent 1 kg, I've made the ...
0
votes
1answer
54 views
Bullet Physics / OpenGL Meshes Not Colliding
This is for a school project, and I'm having a bit of trouble with Bullet acting strangely.
I have an OpenGL project with Bullet Physics library working with Assimp model loaders and Magick++ ...
3
votes
1answer
107 views
How to prevent accelerating along wall during 2d sliding collision response
I'm writing a simple 2d physics system using a circle colliding with edges. When the user presses a key the circle's velocity is incremented by some amount in the direction they pressed. There is ...
6
votes
1answer
123 views
Orbital mechanics: orbit as a function of time. Universal variable formulation?
I am trying to model a two dimensional orbit for a two body Kepler problem but have gotten stuck when introducing the time variable.
For a satellite with known semi major axis (a), eccentricity (e), ...
3
votes
2answers
144 views
How do you apply relativistic physics to a 4x strategy game?
I had the big idea of trying to create a hard science fiction 4x strategy game (with the obvious space setting), which is supposed to simulate a realistic way of creating interstellar societies while ...
0
votes
0answers
30 views
Phaser sprite move out of world automaticly
I'm using the phaser framework to build a game and i have a weird problem. I am creating player sprite to the world and enabling physics arcade. and the i'm doing the same to the coin sprite. then ...
0
votes
0answers
16 views
Finding the components of Proportional Navigation in 2D
So, I've been scouring this, the Physics Exchange, Wikipedia, and the general web for information about Proportional Navigation, and I can't seem to wrap my head around how to find the individual ...
3
votes
1answer
102 views
Data oriented design in physics engine
I am new to data oriented design and I am currently developing a physics engine as a hobby project. I am really interested in data orinted design but I am not sure how to apply data oriented design to ...
3
votes
1answer
57 views
Do physics engines take shape into account or they operate solely on predefined variables?
I have never given it much of a thought about how physics engines operate behind the scenes.
Though, I am currently working on a game that would greatly benefit from as precise as possible physics ...
3
votes
1answer
39 views
What does maximum normalized frictional force mean in this tutorial?
I tried following this tutorial: https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc12/Srisuchat/Thesis.pdf, but in page 19 I ran onto a problem - I don't understand the step 4. It is also ...
0
votes
2answers
92 views
Connect phone to computer? [closed]
In order to test out my game, I need to use my real life device. The problem is, android studio isn't recognizing my device plugged in:
The problem: My device isn't getting detected in android studio
...
0
votes
2answers
39 views
Why is my gravity script repelling and not attracting?
I'm currently working on a small simulation of Newton's Law of Gravitation in Unity3d, and it seems to be working pretty well, except, it's doing the opposite of what I expected. Instead of attracting ...
3
votes
1answer
68 views
Get collision time between two moving, non uniform Axis Aligned bounding boxes
I have a problem finding the exact time of collision of two possibly moving or static objects. Both objects have AABB data (HalfExtents, Min, Max, Center vector and stuff) and a velocity vector. The ...
0
votes
0answers
5 views
SpriteKit Obj-C – How to add a force on a node a certain distance according to screen size
I have an SKSpriteNode that I'm trying to throw up to a certain point on the screen. I've tried applying an impulse and/or force according to the screen size, but that has strange results. I've also ...
3
votes
2answers
41 views
multiple contacts for SAT collision detection
I have implemented SAT algorithm for obb-obb intersection and I am able to generate a contact for this collision type. My problem is that SAT only generate ONE contact and in many situation I need ...
4
votes
3answers
176 views
Writing my own gravity
I am writing a little game engine in LWJGL. I want to have a gravity, but I don't know correct equations. Let's assume that I've got a 3D vector marking gravity force in each axis(e.g. Vector3f(0.0, ...
3
votes
1answer
84 views
Bouncy Ball stops without enough force
I am building a 3D Pong clone and want to implement a frictionless bouncing ball.
These are the steps i took:
Create a box in which the ball can bounce, consisting of standard cubic objects.
Create ...
4
votes
1answer
59 views
Apply delta time to physics correctly
So I'm trying to create a simple physics engine for the game I'm creating. I'm trying to add jumping to the game. To do this I used (where jumpPower is 30000):
impulses.emplace_back(0.0f, mass * ...
5
votes
1answer
108 views
Finding new position after collision with multiple colliders
What is the most accurate way to find the correct position to where a moving character should be re-positioned as a collision-resolution, after it has collided with multiple colliders?
The figure ...
2
votes
1answer
64 views
How to detect if an object is upright?
I have a cartoon car and it has a skid sound with the car skids. But when the car flips over the skid sound plays endlessly and its really annoying. I have a basic script that is meant to detect when ...
1
vote
0answers
24 views
Character Movement and Collision with Ragdoll Rigidbodies/Colliders?
I have a player character that I'm moving with a character controller script and it is moved by applying velocity to a Ridigbody.
This works when I have a rigidbody component on the player but my ...
1
vote
1answer
91 views
Acceleration problems
Im trying to make a car game, but i cannot get the acceleration code right. With this code:
if(gas){
speed += 3;
}else if(break_ && !(speed < 6)){
speed -= 3;
...
2
votes
1answer
51 views
Unity Ragdoll Colliders don't collide
I have a humanoid character with Ragdoll setup in Unity. However the box/capsule colliders on the various parts of the body don't collide with other static geometry. They do collide with the ground ...
3
votes
1answer
46 views
How does server correct late input
Imagine the following scene: The height one player can reach on jumping depends on how much time the button for jumping is pressed. When the player jumps, the input is sent to the server and physics ...
1
vote
0answers
35 views
Are there games with player programmable vehicle control behaviour? [closed]
My question
Are there any (space/flying/driving) games where the player can customize the mapping between player controls and the input to the vehicle actuators/engines programmatically? (Yes or no.)
...
2
votes
1answer
64 views
EULER Integration
I'm a little confused over using integration to move a sprite. This is how I've always achieved this:
float time = 10f; //Number of seconds to pass a pre-defined area (using the screen width in ...
2
votes
1answer
40 views
PhysicsJS on mobile devices: how to optimize for speed
I'm (physics n00b) developing a small animation (gamification) in a mobile HTML5 app (PhysicsJS, HTML5, Cordova, Ionic, JavaScript).
This animation is derived from Basket of verlet constraints. This ...
1
vote
1answer
45 views
2D Change Velocity Based on Distance XY While Moving Parabolic Arc
What I'm trying to achieve is that the entity moves in a parabolic curve, and no this has nothing to do with gravity before you ask.
I give the entity a target position which it should move to, but ...
1
vote
0answers
49 views
How to disable static friction in Box2D?
I'm making a 2D platformer. One of the issues is that when the character hits the ground, there's an initial pause and then the character finally slows down to a halt. I believe the initial pause is ...
0
votes
0answers
39 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.. ...
6
votes
1answer
127 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
128 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
3answers
190 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 ...
6
votes
4answers
299 views
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
69 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 ...
3
votes
1answer
127 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
70 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
56 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 ...