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
27 views
Which engine/framework to choose for 2D browser multiplayer game [closed]
I am planning to create a 2D GAME.
The game will be:
Top-Down Shooter
Multiplayer
Browser
WebSockets/WebRTC will be used for the multiplayer
I am between Unity3D & LibGbx,
The game will be ...
0
votes
1answer
47 views
Best practices for simple physics?
looking for most optimized ways of handling simple physics. By "simple" I mean not more than 1-2 actions per object, and most algorithms are linear.
For example, I have an UI element that implements ...
0
votes
0answers
14 views
How to design Client-server hybrid hit detection with projectile weapons?
Hybrid hit detection here refers to a architecture where client sends a hit claim to server and server verifies it with a tolerable error limit to confirm the hit or deny it.
This technique may work ...
0
votes
0answers
48 views
How to apply friction on the car so that car slow down
I am working on a driving game. I am able to move the car using arrow key.I am accelerating the car by applying a force in what ever direction that car is.But I need to apply friction to the car so ...
0
votes
1answer
16 views
Sliding loose dirt shader/material/effect
Im sure there is some sort of technique with a name I don't know or didn't think to search, but how would I go about making an effect similar to loose dirt sliding down the face of a slope when ...
0
votes
2answers
34 views
Rigidbody or Character Controller for a momentum based sidescrolling shooter/platformer?
I'm working on a side scrolling game where among other movement options the player can perform a "bullet jump". The bullet jump fills a similar role to a double jump, but instead of just jumping in ...
0
votes
1answer
33 views
SFML with Box2D
I'm using SFML and Box2D to create an application that spawns circles, triangles and rectangles at the current mouse point when the user presses the C, T, and R keys. The problem is that the shapes ...
0
votes
0answers
15 views
GRB GPU Acclerated Rigid Bodies 255mb limit
So I have been using UDK for years now and developing a game solely based off of very nice physics. This physics is the Nvidia Apex GRB graphics processing unit accelerated rigid body solver, but i ...
0
votes
0answers
24 views
How can I make an interactable physics-based ragdoll in Gamemaker: Studio?
I want to be able to make an interactable ragdoll in Gamemaker than can be dragged with the mouse, have detachable limbs if too much force is exerted on the ragdoll, and to be able to collide with ...
0
votes
0answers
44 views
How to slow down snake without making it collide with itself?
I just finished writing my first game ever, snake, in lua using Love2D. The entire source is here: https://github.com/AriaFallah/snake.
Here is the problem: My snake is made of 10px by 10px segments, ...
0
votes
1answer
42 views
Implementing acceleration in topdown 2d game
So I'm making this topdown game and I'm trying to implement player control movement so that it feels more natural. Right now I have an update method like this:
void update(float delta) {
velocity ...
-1
votes
0answers
28 views
Complex shapes for bodies with libgdx
I want to use add a body for a complex image with Libgdx and followed this tutorial: https://www.codeandweb.com/texturepacker/tutorials/libgdx-physics
but that doesn't work because of this error:
...
0
votes
1answer
34 views
Physics for movement in a topdown 2d game?
I'm implementing player movement for a simple topdown game, how would I handle more "advanced" concepts in physics to make my player movement feel more natural?
Right now I have something like this:
...
4
votes
1answer
72 views
Verlet collision with impulse preservation
I came across this article, recently, that presented a technique for impulse preservation with position-based verlet integration. What was interesting was that the integration steps are seemingly done ...
0
votes
0answers
33 views
Make a player with no physics grab, carry and throw a physics object in GameMaker
My entire game is a platform without almost any GameMaker physics. I only have a box with physics enabled. It interacts well with my players, however one of my players has the ability to grab the box, ...
0
votes
0answers
37 views
Rendering liquid in a glass
I am working on a game which will allow the movement of a glass receptacle with a liquid inside. The amount of liquid inside will vary, as will the size/shape of the glass, but I want that liquid to ...
0
votes
2answers
88 views
Rigid body physics resolution causing never ending bouncing and jittering
I'm trying to make a fairly simple, impulse based rigid body simulator as part of a Uni assignment. I'm using bullet physics to perform collision detection, and my own code to perform collision ...
1
vote
1answer
17 views
Achieve same effect as a FixedJoint2D but also match RigidBody2D forces
Trying to make an object that is affected by rigidbody physics in exactly the same way as the object it's linked to. So torque, velocity, and any resultant torque or velocity from a collision.
This ...
2
votes
1answer
33 views
How to set rotation of a projectile in a parabolic arc in Box2D? [duplicate]
I have trouble making my projectile - in this case an arrow - rotate as it should when it's travelling in a parabolic arc. It doesn't rotate at all while travelling, only until it collides with ...
1
vote
1answer
93 views
On screen enemy indicating arrow
I am working on indicating on screen arrow to point towards the enemy. I have a environment which consist of a player and three enemy placed at different position on the environment.I need an arrow ...
1
vote
1answer
70 views
How to leave a permanent skidmark on the ground in unity2d
I am working on a 2D driving game.I have a sprite of a car.Set the car movement.Now I need to create a skid mark on the ground
for that I have created a empte game object and added Trial Renderer ...
0
votes
0answers
12 views
Cocos2dx - How do i predict the movement of object if setVelocity returns different results?
I want to make synchronization movement between client and client.
I've read some posts about simulate physics on the server and predict the movement on the client.
However, how do i do it even if i ...
0
votes
0answers
33 views
Do I actually need the MTV in the Separating Axis Theorem?
To preface this question, I understand that the MTV provides the minimum amount needed to translate object1 with object2, but in the context of a game, I don't understand why or even if I need it, as ...
1
vote
1answer
32 views
RigidBody.MovePosition does not roll ball
I have a ball in a game that rolls around just fine with AddForce. I have other non-physics balls, however, that I control directly with RigidBody.MovePosition().
It seems that no matter what I do, ...
1
vote
1answer
50 views
Get different result on different devices (same resolution) after setVelocity
I'm dying with physics , i've tried to use setVelocity however i got slightly different value from different devices.
I've tested on iPhone 5 (on simulator)
and iPhone 6 (real device)
The Director::...
1
vote
0answers
42 views
How do I make 2d collisions based on color?
I'm a Unity noob; digital artist, first and foremost. I just want to know how I can make a simple collider for my 2d car, based on the 2 colors of this 2d map. I want it so the car doesn't touch the ...
0
votes
0answers
19 views
2d continuous convex poly vs circle detection
2d
"true" continuous, not swept bodies
Moving under pure translational motion with constant velocity (well, forward-Euler integrated)
Have working "true" continuous poly v poly, poly v plane, circle ...
1
vote
1answer
78 views
Find Initial Velocity for Parabolic Arc with Fixed Angle that Crosses Target Position
In my game I want skeletons to occasionally lob bones at the player. The player can be anywhere in relation to the skeleton (above or below, to the left or right), and I want the skeletons to throw a ...
0
votes
0answers
31 views
Have body resume constant velocity after collision
I want to have a body move at a constant velocity, but react to collisions.
My example game is a train, I want it to move at 1 meter a second. If an obstacle appears on the tracks, I want it to react ...
0
votes
2answers
103 views
Adding collisions to a 3D mmorpg game
I'm creating a mmorpg game with a little team, and we want to add a player-objets collisions system. We want players to be able to walk on a heightmap ground, and walk/be blocked by objects.
I found ...
0
votes
0answers
54 views
Pseudocode for a basic pool like game
I'm trying to write a basic but accurate simulation of balls colliding with each other and a square enclosing, and I'm wondering if you can help me with pseudocode to give me an idea of the overall ...
0
votes
0answers
30 views
Server Reconciliation When Using Physics?
Basically I need some pointers on how this was previously achieved by others.
I have a Three.js + Cannon.js base game with an authoritative server running Cannon.js Using Node.js. Let's keep in mind ...
3
votes
2answers
37 views
Inelastic ball collision
I'm trying to implement basic inelastic ball collision.
The example on the link above is for one dimension. It explains that it's the same for 2D but where the velocities are the components in the ...
1
vote
1answer
36 views
Why does the box rotate, spin instead of gliding?
I've just learned that if I want to move an object so it acts depending of physics, I need to use rigidbody.velocity instead of transform.Translate. When I was using transform.Translate the box glided ...
0
votes
1answer
36 views
Cocos2dx - Create the friction of the ground
I'm writing a game, it a pool game.
I've read about cocos2dx + physics library, however the document is really poor to understand.
Material has 3 attributes (http://www.cocos2d-x.org/wiki/Physics#) :
...
2
votes
0answers
67 views
Soft-restart tampers with physics determinism, resulting in different results
Updated question
I have a Spawner entity that spawns my Rollables:
// Spawner.cs
public abstract class Spawner : MonoBehaviour
{
public abstract T Spawn<T>(T prefab) where T : Component;
}
...
0
votes
1answer
40 views
Jitter Physics not working correctly. Going through objects and getting pushed back when touching walls
I am trying to use the Jitter physics engine, however, I can't get it to work correctly. For example, when I touch the side of a cube, it pushes me far back in the opposite direction. While I am ...
11
votes
2answers
178 views
How is structural analysis done in games (e.g.: bridge building, Dig or Die, and 3D)?
From what I understand a typical interactive truss system would need substantial calculations since every component affects the entire system. I think you could arbitrarily stop at a given number of ...
0
votes
0answers
39 views
Continuous Collision Detection Pipeline
So, I know how to do Continuous Collision Detection.
For any frame, I can produce the nearest Time of Impact between two objects (with collision points, collision normal, collision velocities, ect.).
...
0
votes
1answer
59 views
Prevent tires from tunneling in 2d sidescrolling car game
I am working on creating a 2d sidescoller car game (Think hill climb racing). The land is a line and generated at once. I have been setting up the physics for car tires and them hitting the lines and ...
1
vote
2answers
129 views
How can I determine the direction of the balls after collision in billiards game?
I'm making a billiard game and I have two questions:
How do I find the velocity of two balls when they collide with each other and how do I apply it to both balls?
I already know the angles that ...
1
vote
2answers
31 views
Limiting interaction between certain RigidBodies
I'm developing a 2D game in Unity and have been tasked with building a particular feature I'm not sure how to accomplish with Unity's physics engine. To simplify, a bunch of objects of type X and O ...
0
votes
0answers
36 views
LibGDX 3D: Translating nodes of a fully rigged model
I have a fully rigged model and I have also attached btCollision Primitives to each node. I can successfully rotate nodes of the model by rotating its collision primitive "RootPhysicalObject" and ...
-1
votes
1answer
82 views
How do I configure a joint for a sliding door in Unity?
I have this sliding door where i want to use a joint to limit its motion:
...but I am confused about how to configure a joint to provide this sliding motion.
I've found the Hinge Joint component, ...
0
votes
1answer
53 views
Unity, Which side of Collider2D was hit by raycast?
I've got a player firing out 2d raycasts. If one of them hits a boxcollider2d I would like to know if it hit the top side, bottom side, left side, or right side. How would I go about doing this? I've ...
0
votes
1answer
77 views
How can I calculate the penetration depth between two colliding 3D AABBs?
I'm currently working on implementing a very basic collision system in my game at the moment that only uses 3D AABBs. My AABB struct currently looks like this at the moment.
/// <summary>
/// ...
1
vote
1answer
76 views
Unity ball not bouncing off wall correctly
I have been making a brick breaker game in Unity in 2D as my first game. I have got the ball bouncing off the paddle correctly and can bounce it of the paddle at different angles. However, when the ...
0
votes
0answers
19 views
Unity's Rigidbody drag and TimeManager.FixedTimeStep
Try this:
Drag 30, timestep 0.02: fine, rigidbody moves
Drag 30, timestep 0.1: rigidbody stops completely, regardless of external forces
Isn't this kind of silly? I thought the physics engine would ...
0
votes
1answer
20 views
Increasing mass in ineleastic collision by orders of magnitude resultsin little change in velocity
When increasing my rocketMass from 10 to 1000 or to a 1000 or bringing my shipMass down to 1, I notice very little increase in how far the ship's final inertia is. I'm expecting that increasing from ...
0
votes
1answer
90 views
Creating terrain
I am working on creating a 2D side-scrolling car game. My problem is generating the terrain. When creating the terrain, I need to have it random and recorded, so I can create collisions at a later ...