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.
251 questions
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How are deltatime overshoots typically dealt with--or are they dealt with at all?
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 ...
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Best way to sync PhysicalObj to player headset position?
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’...
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How to properly handle ball movement in a soccer game?
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 ...
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The problem with the impulses in my physics engine
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 ...
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How to Replace Unity's Default Physics Engine (PhysX) with Mujoco?
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 ...
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How do large physics based games (space engineers) deal with coordinates
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 ...
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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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Friction effect occasionally not applied
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 "...
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How to choose the normal for collision?
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 ...
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JBullet - Shoving around objects
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 ...
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Why do we need two constraints to calculate the friction impulse?
Why do we need two constraints to calculate friction force?
$$
\begin{align}
K_{fric_1} &= J_{fric_1}M^{-1}J^T_{fric_1} \\
&=(-u^T_1 -(r_1 \times u_1)^T u^T_1 )(r_2 \times u_1)^T) \\
K_{...
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Swept AABB for 3d collisions
https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/swept-aabb-collision-detection-and-response-r3084/
So I was following the tutorial above to implement swept aabb for ...
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Identifying the wall of impact during BSP traversal
I'm building a 2D BSP based physics game and am having trouble implementing what might seem like an easy feature. I'm using Gamemaker as the basis for this project.
Basic Info and Point of Impact ...
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Why doesn't multi-constraint work in this case?
The situation is as follows:
There are two objects and there are 3 constraints between the two objects.
$$
\dot{C}=(\vec{V}_{rel_a} - \vec{V}_{rel_b}) \cdot normalize(\vec{p_{a}} - \vec{p_{b}})
$$
&...
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Units in Unity?
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, ...
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How do you resolve continuous collision in a multi body system?
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
...
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How to update the version of Box2D used in AndEngine?
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 (...
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Why is my Moon not orbiting Earth in my physics demo
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 ...
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Why do physic engines apply force fully linear, despite adding torque
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 ...
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Configurable Joint rotation doesn't seem to respect mass difference
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 ...
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In physics engines, what are the differences between moving an object with transform.translate and using RigidBody related functions like AddTorque?
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 ...
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character movment and physics on 2d game
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 ...
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Should delta be applied to every change per frame ? (e.g. acceleration, deceleration, jump, etc.?)
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:
...
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In games physics engines, what is "tunneling", also known as the "bullet through paper problem"?
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?...
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Difference between _process(delta) and _physics_process(delta)?
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 ...