Software for simulating physics like collisions, forces, mass, joints, motion etc. Examples of physics engines are PhysX, Havok, Bullet and ODE.

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Possibility of Using Unity3d Game Engine for Full Adventure Animation? [on hold]

I'm quite new in this community, so kindly take/treat me as a newbie [but quite budding in the Graphics Arena and gaming ;-)] I'd like to ask all experts out there - as simple and plain: Is there ...
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36 views

Is this a correct way to solve contact?

Hi there, I'm learning the impulse based physics engine these days. Can someone please check my image about solving a contact( a sphere resting on ground) , and please let me know where is wrong. ...
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31 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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52 views

Circular soft body? Matter.js or other js engine?

I am using Matter.js physics in an attempt to create soft bodies. I was able to create a body like this: However I am not sure if this is the "soft body" I want. It is true that this body is not ...
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12 views

Box2D world gravity is the same with any vector value

I have a very weird problem with Box2D 2.3.0. When I set the world gravity vector to any value, including (0, 9.8) or (0, 0.1), the world acts in the same way. When tracing the position of a body, the ...
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100 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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41 views

Physics fixed time step with client/server games

I'm trying to make a 2D platforming multiplayer game with client/server system. I want to use Node.js and Phaser for the display. I read a lot about fixedTimeStep : http://gafferongames.com/game-...
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23 views

(UE4) Simulate physics breaks timeline animation

I'm using timelines to animate my boat object, which does not have any limbs. So all I need to accomplish is rotation and a little movement. However, when the player dies, I need the boat to sink ...
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What exactly is a physics engine?

A program should take input, process it and give output. So what exactly does a physics engine take as input and provide as output?
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50 views

How to get the point of collision in Separating Axis Theorem?

I'm interested in the relatively precise point (not line) of collision for calculating angular velocity on impact for use in a impulse calculation. At first I thought, perhaps naively, that I could ...
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73 views

How can I create click and drag for a 3D Jenga game in Unity?

Essentially, I am trying to create a game that mimics Jenga. Right now I have made it so that the blocks collide with each other and have gravity, everything works very well. The one thing that I am ...
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34 views

How would joints work in an impulse-based physics engine?

I want to learn about physics engines, especially impulse-based ones. So I've followed along this tutorial to create some simple rigid-body physics: http://gamedevelopment.tutsplus.com/tutorials/how-...
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39 views

Integration of Game Loop + Physic Engine : when to delete objects?

How to manage code around physic engine, when a game object should be deleted? I will use a tiny game as an example:- 1st iteration of development I have a very simple game with 1 character (Jumper)...
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65 views

Collision Detection between two instances of the same Prefab

I am a trying to recreate the first stage of Super Mario Brothers, but I am having a bit of trouble with the collision system between Koopa Shells. I have written two different scripts in hopes to ...
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29 views

Phaser P2: Sprite has movement after body.reset()

I've got a side scroller game and a sprite as player char. It can collide with enemies and dies instantly. So when I reset the game to play again, the player char has sometimes a velocity, and I don't ...
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2answers
101 views

Jump-through & drop-down platform

I'm creating platforms in my game where the player can: 1) Jump through them from the bottom and land on top of them 2) While on top of them, drop down through them I've been able to get #2 working ...
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28 views

Bullet Physics: 2dArray into Collisionshape

I'm fairly new to bullet physics and I am wondering how to make a collisionshape out of an 2dArray(x,y) with height informations. I figured out I have to use either btBvhTriangleMeshShape or ...
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77 views

btCompoundShape representation of a table not functioning normally

I've been working on a small "game" on the side to develop my game programming knowledge. I put game in quotations because there's really no objective, it's basically just a room filled with tables ...
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73 views

Weird Collisions in ODE

I'm trying to get a basic OBB/OBB Collision System working. For this I use ODE. My problem is: Whenever I use the dSpaceCollide and pass in my Space and my Callback, my Callback shows me, that a ...
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54 views

JBullet is acting weird, what is causing these 'floating' rigidbodies?

I've been working on a 3D game engine in Java for a school project. The game engine had scenes containing game objects, these game objects contain components defining the behavior of each object. I'm ...
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66 views

Detecting collision between 2 convex meshes in 3D

For the past couple of weeks I've been trying to implement physics in my engine, and I am currently stuck on the collision detection phase. In short, I can perform a triangle-triangle intersection ...
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1answer
244 views

Bullet Physics: Difference between Motion State and World Transform

In Bullet Physics, when I create a new btRigidBody, one of the parameters passed to the constructor is the btMotionState, which defines the initial pose of the body. However, if I then later want to ...
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115 views

2D Platform physics system with deltaTime

I'm implementing my physics handler in my own 2D "Platform" game. My main problem is that when the timestep ( deltaTime ) changes, maybe to some tiny lag spike or something like that, the running ...
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159 views

Bullet Physics: Applying a force at the point of collision

Suppose I want to simulate some kind of gripper with two "fingers" (such as pair of pliers, or two-fingered robot hand), picking up an object from the ground. Both the gripper and the object are ...
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205 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 ...
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301 views

2D Spaceship Thruster Movement - Turning

I have a spacecraft (shown in the image) built out of ‘blocks’ / 3D planes. It is drawn within a 3D space, but I’m ignoring the Y axis for now and keeping things on a “2D” XZ axis. The ship has a ...
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75 views

p2.js body position is NaN when spawned inside of each other

I'm working on a project for which I need a physics engine. At the moment I'm playing around with p2.js but I'm running into a problem: When I try to create multiple bodies (circles and/or boxes) ...
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2answers
105 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 ...
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1answer
164 views

Applying angular velocity to quaternion

I am reading Game Physics Engine Development by Ian Millington currently. In his book, he represent an orientation of rigid body by quaternion. I don't understand the formula where he apply angular ...
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56 views

Top view physics engine

For my first game i want to create a topview game in c++ where you can drive a car (like in gta2). As far as i know i dont need any gravity. While doing a bit of research about games they often advice ...
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48 views

Havok Physics : “hkQuaternionf not normalized/invalid!” when hkpWorld::stepMultithreaded()

today I want to ask a question about Havok Physics 2012. My havok version is 2014.1.0-r1 (x86 SIMD version), and I'm using Visual Studio 2012 on Windows 8. My problem is, that once I add a rigid ...
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2answers
637 views

What are the disadvantages of R-Trees in collision detection?

I was poking around in SQLite and discovered R-trees. A little digging revealed that R-trees are really just fancy AABB-trees. Then I realize that the state of the art in collision detection (often ...
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233 views

How does matrix based game physics (collision detection & response) work?

I'm familiar with how to do collision detection and response using shape intersection tests, the separating axis theorem, and by using MPR and GJK with minkowski sums and support vector defined shapes....
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201 views

Why is the drag force multiplied by the inverse normalised velocity vector?

In pure physics texbooks, I'm seeing this formula to calculate fluid drag force: It is clearly stated that it should be opposite to the velocity. Now to me that means, in pseudocode: fd = get_drag(v)...
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62 views

Which Box2D-like physics engine parameters need pixel conversion?

The official guide does not have any useful details on the matter: http://www.box2d.org/manual.html Position is an obvious one. What about velocity? Density? Anything else? Update: the context is ...
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155 views

Cloth effect to boned model for XNA

I'm currently working in virtual dressing project using kinect. I'm using a dress model with bone created in blender and added that to xna, placed on the customer and controlled the product movements ...
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166 views

Rigidbody physics concept: Why translate collision shape on-the-fly instead of mutating it?

Crossposting at http://stackoverflow.com/questions/29993547/rigidbody-physics-concept-why-translate-collision-shape-on-the-fly-instead-of-m I've spent some time going through physics engine's ...
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2answers
326 views

How do I calculate rotational impulses in rigid body collisions?

I'm writing a simple 2D physics engine to help me understand the inner workings of physics engines. I'm following Randy Gaul's tutorial which can be found here and It's been extremely useful and ...
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252 views

Collision between a sphere and a mesh(height-map)

I am trying to implement a method that detects the collision between a sphere and a mesh and reflects the vector of speed. I have a method, that detects a collision between a sphere and a triangle and ...
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177 views

Understanding constant acceleration in terms of game physics simulation

There are various integration methods that can be used for games. I am trying to write a simple physics engine deciding between semi-implicit Eular and Verlet variants. What I don't understand is ...
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38 views

How to discern boxes and spheres when importing from fbx

I can import scene from FBX file into my engine, and i want spheres, boxes and capsules to be imported as colliders. So, how i can check if imported instance is one of them? Thanks.
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325 views

Sound Synthesis from object collision in Virtual Reality Environment

I have a project whose subject is "Sound Synthesis from object collision in Virtual Reality Environment" First of all, I have to define some objects with certain attributes (like shape, mass, material)...
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208 views

Calculation technique for 2D inertia tensors?

Just wondering what the techniques are out there. It's only 2D so I figured there'd be a good chance for there to be a "one size fits all" solution out there that's essentially an analytical solution. ...
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3answers
171 views

Do I need to learn any physics if I use a physics engine? [closed]

Complete novice out here. Of course I know basic physics like mass and inertia. I don't want to make an engine I just want to make a game and use a physics engine made by someone else. Do I need to ...
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71 views

p2.js physics engine behavior on Heightfield

I am writing a small game consisting of a 'ragdoll' character riding a skateboard. I have created a 'skateboard park' with some ramps and a jump. I am using a 'heightfield' object as the ground. ...
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1answer
197 views

Irregular oval collision detection

I am using a physics library based on the Bullet physics engine. How do I create an egg shaped object or a cylinder where the width differs from the depth (i.e. with an oval shape)? I'm not looking ...
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1answer
323 views

How to run physics simulation in the background for possible future outcomes?

I'm designing a physics-heavy game in 3d. The core mechanic of this game is that the user gets to choose his actions based on probable future outcomes. For example - the player has a choice whether ...
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77 views

Where are the parameters to APEX destructible asset / actor documented?

The NxDestructibleAsset has parameters such as defaultBehaviorGroup.damageToRadius destructibleParameters.fractureImpulseScale p3BodyDescTemplate.density structureSettings.useStressSolver ...
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874 views

simple collision detection with box2dweb

im beginner in box2dweb that version of box2d for javascript i wrote simple gravity system and i want to detect the collision between the box and the ground , when the falling box hit the ground ...
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182 views

Storing rigid body collision shapes in local or world coordinates

I'm writing the beginnings of a lightweight 2d rigid body engine (in javascript, as a hobby project), and i'm debating whether to store collision shapes in local or in (updated as needed) world ...