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Questions tagged [physics-engine]

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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So I was implementing deltatime adjustment into a game when I thought of this problem. Consider a control case, with no adjustment for framerate: Here, our character jumps up to a max height of 12.5 ...
Sad Robot's user avatar
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1 answer
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I’m in the process of designing a threejs-based webxr engine for simple VR games. Right now, I’m working on implementing physics with cannon-es, but I’m struggling to figure out how to sync the player’...
Blue Herring's user avatar
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I'm building a soccer game (or trying), and currently running into a problem when trying to achieve the desired pass/shot. For projectile motion, it's fine, but trying to predict rolling movement is ...
E F's user avatar
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I have been analyzing the topic of creating a physics engine for a long time, at first I did it in a simple way, without thinking about real physics, then I began to do it on the basis of Verle ...
Владимир Фомин's user avatar
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2 answers
252 views

I am working on a robotics simulation application in Unity. I want to replace the default physics engine, PhysX, with Mujoco. My goal is to enable a toggle within the Unity application to switch ...
Sachin Sabbarwal's user avatar
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3 answers
443 views

I have recently been looking into physics engines and low level computing. At some point id like to make my own engine down the road. Something I can't seem to find an aswer for is how physics based ...
TizWarp's user avatar
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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 ...
snickerdoodles777's user avatar
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I'm developing a racket-ball behavior, the expected behavior is similar to a realistic tennis racket and ball, meaning both velocity and ang. velocity should be precisely applied when the ball "...
Omer Simchoni's user avatar
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148 views

Here two objects collide and I use impulse to calculate the velocity after the collision. But because there are two objects, there are two normals. Calculating impulse only requires one normal. My ...
noodle_run's user avatar
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66 views

Sometimes in video games the players can walk up to certain objects for example boxes and barrels and shove them around. How can I recreate this system? What function do I have to use to apply force ...
Nagy Lala's user avatar
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Why do we need two constraints to calculate friction force? $$ \begin{align} K_{fric_1} &= J_{fric_1}M^{-1}J^T_{fric_1} \\ &=(-u^T_1 -(r_1 \times u_1)^T u^T_1 )(r_2 \times u_1)^T) \\ K_{...
noodle_run's user avatar
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https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/swept-aabb-collision-detection-and-response-r3084/ So I was following the tutorial above to implement swept aabb for ...
Kevin Chen's user avatar
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I'm building a 2D BSP based physics game and am having trouble implementing what might seem like an easy feature. I'm using Gamemaker as the basis for this project. Basic Info and Point of Impact ...
blondie's user avatar
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The situation is as follows: There are two objects and there are 3 constraints between the two objects. $$ \dot{C}=(\vec{V}_{rel_a} - \vec{V}_{rel_b}) \cdot normalize(\vec{p_{a}} - \vec{p_{b}}) $$ &...
noodle_run's user avatar
1 vote
1 answer
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I have read that in Unity 1 cube of size 1x1x1 and scale 1x1x1 is representing a cube in real life of 1mx1mx1m. Now, the only setting I find, where I can input anything related to Units is gravity, ...
Enceladus's user avatar
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I've been trying to figure this out for weeks but every resource only provides answers for a single body. As far as I can tell for a single body you Find the time of impact Step up to that time ...
gjh33's user avatar
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I need help to use an updated Box2D library where the current version is > 2.3.0. I am unable to find a compatible library and do not know how to compile one for use with the Java Native Interface (...
Ankit Agarwal's user avatar
1 vote
1 answer
247 views

I am in the midst of making a gravitational body demo for my physics engine. For the demo, I am trying to simulate both all the inner planets' (Mercury-Venus-Earth-Mars) orbits around the sun, as ...
Catyre's user avatar
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2 votes
1 answer
257 views

I checked how the applyForce function on rigid bodies in 3 different physic engines work (cannon.js, matter.js, PhysicsJS) and it seems that this is the common way ...
Bastian Born's user avatar
1 vote
1 answer
793 views

The Problem I've run into a physics issue in my Unity project, and have put together a simple example scene to illustrate it. Hopefully someone will be able to tell me if I'm doing something wrong. In ...
Keith Stein's user avatar
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2 answers
808 views

I'm trying to recreate the ball maze puzzle game from Breath of the Wild with Unity. This is what I currently managed to make: As you can see, it's not nearly as smooth and I feel like I lack the ...
Sakamoto Alderson's user avatar
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0 answers
371 views

I'm developing a client/server multiplayer game. in server side i need prevent players cross map objects like walls also i need prevent player go inside each others, instead want to slide them along ...
Mamad R's user avatar
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1 vote
1 answer
610 views

I have written a game based on another game's original physics. I have all the constants the original game used in the Sega Megadrive. For example: ...
Stephen H. Anderson's user avatar
18 votes
1 answer
6k views

I have recently had an issue where sometimes a collision would not be detected. Someone told me that maybe I had an tunneling issue. In the context of game development using physics, what is tunneling?...
Vaillancourt's user avatar
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The documentation is pointing one main difference, this is the concept of being synced or not with the physics engine, so the delta parameter has more chance to be ...
pietrodito's user avatar

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