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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Realistic 2D air friction in unity
I want to make an evolution games similar to this old games that was generating cars.
Except I want it to be more realistic.
So I want air friction to impact the speed of my cars, but how do I do ...
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calculating the trajectory of an object in SpriteKit when an impulse is applied to it
I want to make a trajectory line of little balls of where the object is going to go after an impulse, sort of like what is in Angry Birds. I did some research and it seems that the physics in ...
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Simulating Water by changing Y values of Quad Vertices
hopefully this isn't too difficult to answer, but I'm stuck and could at least use some input. I'm working on simulating water for the first time with basic wave functionality. As in I click at a ...
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2D platformer:How to avoid "bouncing descend" when walking down slopes?
I've been working on implementing slope collision by SAT(Separating Axis Theorem). And then I have a trouble. When my character walks down slope, it moves like a bouncing ball:
The slope has 3 ...
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Soft-restart tampers with physics determinism, resulting in different results
Updated question
I have a Spawner entity that spawns my Rollables:
...
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Unity applying forces using animation
I'm trying to make a croquet mallet swing to hit the ball using an animation that rotates the mallet mesh. The mesh appears correctly positioned to hit the ball in the center but the ball doesn't go ...
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Calculate Orbit Path/Ellipse given mass, velocity, and distance (2body)
Calculate and draw the path of an orbit in a 2 body problem given the mass, current velocity, and distance of both bodies?
We're working in Unity and will be using the default rigidbody.mass to start ...
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2D Distance Field as collision handler method
Pixeljunk Shooter has really cool fluid simulation.
I found the dev's video explaining what they did. Here
I understand that it is particle based simulation Smoothed Particle Hydrodynamic
I can ...
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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 ...
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How do I compute the angle between a pixel on an irregular curve and a circle colliding with it?
I'm building a custom physics engine to accompany a level-editor. This image shows how the level-editor outputs levels:
Now, some explanation is in order. The curve is defined by the red points. ...
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Newton Game Dynamics: Making an object not affect another object
I'm going to be using Newton in my networked action game with Mogre. There will be two "types" of physics object: global and local. Global objects will be kept in sync for everybody; these include ...
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Predictive Aim to shoot a moving target with a constant velocity while the projectile is affected by gravity (2D/Platformer view)
I've been working on creating stationary gun turrets that can shoot down missiles in my game. The bullets are affected by gravity while the missile moves in a linear path at a constant rate as if it ...
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How can I constrain a RigidBody ball to move along a path, but only apply forces to keep the ball on the path without adding velocity?
I'm currently working on a game and I'm hung up on this particular issue.
I have a ball that is a RigidBody. The RigidBody is ...
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Applying impulses simultaneously at each contact point or sequentially?
I'm coding a 2d physics engine in python, and I'm struggling to understand the right way to implement collision resolution when there are multiple contact points.
Consider a very simple collision case ...
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How can I simulate locking or limited-slip differentials in Unity?
I have been developing a racing game in Unity for a few months and I can't find any information on how to simulate a car differential.
Right now I just split the torque generated by the engine 50-50 ...