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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questions with no upvoted or accepted answers
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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) ...
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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 ...
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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 ...
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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 ...
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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 ...
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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: ...
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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 (...
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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 ...
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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:
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...