Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.

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11 views

Calculating thrust

I have an entities' x and y and to go to some point A, I need to apply some thrust. I have my position vector vx and vy. How do I know the value of thrust I need to apply. If I fail to explain this ...
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17 views

Problem with farm tractor physics on Unity 5

I have added tractor mesh and physics for it. The objects inspectors and tree are: When I start "game" the result is strange: GIF Why? Hinge joints are working like spring joints and tractor is ...
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21 views

Unity 3D - Project Vector for throwing ball

New Struggling Game Developer here (I apologize) I have a unity game set in 3D where I use touch screen to flick the ball into directions (Vector3.AddForce) but then my mentor tells me that he wants ...
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19 views

Simple and effective model Rigging for Custom Game Engine

I am planning to construct the game entities in my game from multiple simple meshes (like Minecraft for instance) and to animate them, I want to use skeletons, and every joint has its own mesh and ...
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1answer
12 views

Convert linear velocity to angular velocity for a ball / sphere

I have a ball moving on a flat plane. I cannot use RigidBody physics, so my object in Kinematic and I am manually handling speed/acceleration. The linear movement of the ball is fine, however as the ...
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2answers
19 views

How to work out the height of a point on a tilted surface?

I have a plane which gets tilted on the X and Z axis (y+ is the normal). Given an X and Z coordinate and the X and Z rotation of the plane, how do I find out the height (Y) at that point? I assume ...
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11 views

Calculation of momentum and angular momentum after a kinetic impulse at a certain location

In a space game, how does one calculate the rotation and velocity of a craft, after it got affected by a kinetic impulse. I've drawn a sketch to illustrate my problem. The kinetic impulse could be a ...
8
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1answer
151 views

Why does physics not behave consistently in Unity?

I'm making a game in which AI players throw a ball. In the screenshot, you can see the arena which is separated by a net in the middle. Each side of the arena has 6 players belonging to one of 2 ...
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21 views

How to prevent corner slipping with a shortest axis collision solver

Currently I use AABB's to represent objects in my game engine, I resolve collisions between them by finding the shallowest axis, but this leads to a problem if an object is approaching another in a ...
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1answer
36 views

C# XNA colliders, physics, inclined plane/terrain/colliders

Currently I'm working on a project to learn game programming. But I'm not sure if I have the right approach on several things, and that's what I'm here for. What I'm trying to create is a small world ...
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40 views

How to create a simple axle in Unity?

Having trouble creating a simple car in Unity. I've tried wheelcolliders, but they give me a lot more than I need, and I don't like how they feel and don't perform very well. I've tried hinge joints, ...
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22 views

How to set a maximum velocity of gravity? (Box2d)

I'm making a game in Java and I'm using libGDX and Box2d. I have a world with this gravity: (0, -10). So I want to set a maximum and minimum body velocity (10 as maximum and -10 as minimum) in the y ...
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1answer
50 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 ...
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16 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 ...
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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
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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 ...
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2answers
38 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 ...
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1answer
47 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 ...
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16 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 ...
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27 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 ...
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49 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, ...
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1answer
49 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 ...
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1answer
35 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
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1answer
78 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 ...
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39 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, ...
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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 ...
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2answers
93 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 ...
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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
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1answer
41 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
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1answer
98 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
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1answer
76 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 ...
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16 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 ...
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35 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 ...
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1answer
35 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
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1answer
55 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::...
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44 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 ...
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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 ...
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1answer
80 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 ...
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32 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 ...
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2answers
106 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 ...
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56 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 ...
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31 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
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2answers
39 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 ...
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1answer
37 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
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1answer
44 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
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0answers
69 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; } ...
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1answer
41 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 ...
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2answers
181 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 ...
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42 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.). ...
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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 ...