Questions tagged [physics]
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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Bullet Physics Scaling rotational part of 6DoF Spring Damper
I am currently trying to scale up my setup (consisting of two rigid bodies connected by a btGeneric6DofSpring2Constraint) to fall within the suggested dimensions for a concise simulation.
In order to ...
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Add Rigidbody and MeshCollider at runtime : is it a bad practice?
Good day.
To simulate an explosion of a vheicle, I decided to do this:
When I need to explode veichle , at runtime, i add rigidibody for every single part of veichle (5-10 part: door, wheel, hood ...
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UNET Performance of (many) Kinematic Rigidbodies
I am building a game in Unity in C# using the UNET networking elements.
I am trying to figure out what is the performance cost of kinematic rigidbodies?
My understanding is that, when kinematic, ...
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Solving constraints/joints in 1D
For n points moving in 1 dimension.
Position and velocity are known for each point.
Each frame a basic integration is done for each point:
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How to aim with a spaceship in 3D considering its angular momentum?
So I have a spaceship and I have 6 degrees of freedom.
At a given moment the following vectors are known of the spaceship:
Local forward.
Local up.
Local sideways (may be implied from the previous ...
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How to code a non-newtonian spaceship control script?
I'm working on a simple 3D space combat game, and I've decided to go with simplified physics over proper newtonian motion, similar to the space sim Oolite, and more 'arcade' style games. I basically ...
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How to implement grapple hook and swing
I'm trying to make a retro style grapple hook / swing system that has a constant speed and is not based on real-life physics. Like the one in Axiom Verge, Bionic Commando (NES) and Super Metroid.
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Calculating spring constant c
Suppose we have 2 springs with different values for m and k. The first spring is given an arbitrary dampening value, ...
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How to connect particles to rigid bodies in LiquidFun?
In vanilla Box2D various types of Joints can be used to connect two rigid bodies together. The LiquidFun extension brings the Particle Module, but I was unable to find a way to connect a particle/...
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How to accelerate car based off of Animation Curve?
I am making a karting game and I want the karts velocity to accelerate based off a curve. This would allow me to quickly iterate different types of cars that accelerate in different ways. I was ...
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How do I get the consistent time it would take for two points to reach each other in circular motion?
I'm making a 2D game. It involves the player swinging around a grapple hook in perfect circular motion, however, I want to make the cooldown for this ability based on predicted end position for the ...
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How can I make my table move more realistically after a collision?
Using Unity 2020.
I have a character using CharacterController and Rigidbody, colliding into the end of a long table.
My table has, as a root object, the mesh and the Rigidbody.
It also has, as child ...
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Interpolation on Rigidbody2D not working
I'm trying to achieve smooth movement for a ball. I seem to be failing to achieve this and now I've created a sample scene, which shows my setup from the game and the problem exists in that sample ...
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How to achieve variable jump height in an elegant and natural way
I am making a platformer, with a methodical approach to player physics. This is how I do variable jump height:
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Handling strange physics behaviour while sliding between coplanar surfaces
We've got a character setup based around manually resolving collisions, and we're using bullet to do so. Our characters have a kinematic rigidbody to push things around, but their movement and ...