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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.

441 questions with no upvoted or accepted answers
8 votes
4 answers
10k views

Handling movement on sloped surfaces - clamping character to sloped surface

I've noticed that a lot of people seem to have this issue but I've yet to find an actual working solution - when a rigidbody-based character controller (I'm not using Unity's character controller) ...
katsuragi545's user avatar
6 votes
4 answers
2k views

Lunar Lander calculating gravity, acceleration and collision in GameMaker

I've already asked this on the GameMaker forums but had no response so far. I'm making a little Lunar Lander game as my first foray in to GameMaker, I'm wanting to have the ship land and take off ...
el_simmo's user avatar
6 votes
0 answers
191 views

How can I create a set of collision points for an arbitrary mesh?

In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...
sebf's user avatar
  • 2,664
5 votes
0 answers
559 views

3D Physics Engine Collision Response: Solving Simultaneous Collisions via equation

I have been implementing a basic physics engine for a small game project I'm working on. It has very specific requirements, so I decided to try and write my own physics engine to meet them. I found ...
GiantCowFilms's user avatar
5 votes
0 answers
297 views

Rotation of a ball moving on a surface

I have a ball that moves along a platform. The ball is characterized as a sphere that has a radius and a position. The platform basically is a rectangle consisting of two vertex triangles. Its class ...
vigilanum's user avatar
5 votes
0 answers
227 views

Sizing a Box2D ground object

I am developing a platformer game using SDL2 for graphics and Box2D for physics. I am currently designing my levels and would like to know if it is better to make the static part of each level (ie: ...
user66319's user avatar
5 votes
1 answer
167 views

How can I determine "exact moment" of collision with ray casting?

I'm currently brainstorming how the physics for my game engine is going to be handled. It's top down and I'm thinking of using ray casting for collision detection. I've reached two potential problems (...
Ghork's user avatar
  • 191
4 votes
0 answers
108 views

Force propagation through physic bodies constraints (as non-penetration)

First, some context I'm currently implementing a (well, tiny) game engine using a predictive approach. The idea is to compute when a state change will occur, and only update state at time of the ...
Felix Bertoni's user avatar
4 votes
1 answer
1k views

Friction due to gravity in an impulse based physics engine

In my physics engine, I'm using impulses to solve collisions. I'm basing all calculations on these equations: ...
dreta's user avatar
  • 3,524
4 votes
1 answer
2k views

Disc Golf Physics in Unity

I am trying to make a frisbee golf game, and I am stuck on the physics of the frisbee. I can get the disc to fly, but I have not been able to add spin or make it act the way a frisbee would in real ...
linuxer's user avatar
  • 141
3 votes
0 answers
162 views

How do you compute for angular spring physics for physics joints in game engines?

I'm working on fixing Godot's physics joints. Currently, it uses Euler angles and it doesn't help me in building active ragdolls for my game. I heard that using quaternions is the way to go. So I ...
PHO BOSS's user avatar
3 votes
0 answers
158 views

Faster convergence in a physics engine

I've got my hands on the first edition of the book Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game by Ian Millington. Because I didn't really know ...
Peter Lenkefi's user avatar
3 votes
2 answers
336 views

With gravity enabled, how do you move a RigidBody forwards at a specific speed?

I have a perfectly smooth cube on top of a perfectly smooth plane. I am applying a forward-force of 1 unit per second, using ...
flatterino's user avatar
3 votes
0 answers
195 views

How to implement path-finding with a large number of blocking agents following similar paths?

I want to implement a demo like creeps laning in Dota 2. So for simplicity, there is Left team and Right team, they are enemies. Units from Left team move toward Right base, and units from Right team ...
KeNVin Favo's user avatar
3 votes
0 answers
317 views

How to properly write "stick to surface" character logic that handles unexpected large time deltas?

I've been trying to wrap my head around this issue: in a 2D platformer game (but this may as well apply to 3D games) I want the character to "stick" to the surface that it's moving along and at the ...
mt_'s user avatar
  • 576

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