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Questions tagged [integration]

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I am working on very basic physics engine and I used euler interation which works like below, ...
videogamechef's user avatar
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1 answer
426 views

I'm looking at the impressive video about verlet integration. I managed to implement a sphere falling, exactly like the video up to the minute mark 2:19 in the video. I want to use velocity verlet ...
nammerkage's user avatar
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I am working on an android app built in Unity that would allow the users to track their movements by just using the data coming from the device sensors. I have read about similar issues already and I ...
Marco's user avatar
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So I've been following along Sebastian Lague's 2D platformer tutorial, and to understand exactly how the physics of how a jump is done, I dug into the subject and noticed a lot of people, from ...
Leo Dela Cruz's user avatar
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Has anyone tried to run Unity project with integrated Moonsharp on Nintendo Switch? Can it be done? Are there any significant performance issues due to running Lua scripts? EDIT: Sorry, I wasn't ...
Przemek Nowaczyk's user avatar
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2 answers
604 views

I have a ship with a single thruster in space (no friction). My ship uses integration on every update, like this: (PSEUDO CODE) ...
Eduardo G.R.'s user avatar
1 vote
1 answer
289 views

Okay, I have the following situation: I want to launch a GameObject into orbit of a planet and using the dynamic rigidbody everything is working as I want. I simulate gravity and as it hits the ...
avanwieringen's user avatar
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I want to be able to use the super high resolution image capabilities that ansel have to offer but I don't know how to add it as the only thing that i can find are C++ libraries on their website.
user3797758's user avatar
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8 votes
1 answer
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Good afternoon guys, a = N * λ' * V is the formula for the commanded acceleration required to hit the target, where N is the proportionality constant, λ' is the change in line of sight and V is ...
Oliver's user avatar
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2 votes
1 answer
668 views

I'm a little confused over using integration to move a sprite. This is how I've always achieved this: ...
BungleBonce's user avatar
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1 vote
2 answers
1k views

In my previous game, I was moving my sprite like so: ...
BungleBonce's user avatar
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6 votes
1 answer
981 views

Recently, I've implemented and compared a number of basic integrators for my physics engine. The 3 that gave me the best results are RK4, Symplectic Euler, and Verlet Velocity, but I think I need ...
MindSeeker's user avatar
3 votes
2 answers
3k views

In my game I want to model kind-of-accurate bullet physics. I have the following drag equation (in C#): ...
Hexicube's user avatar
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5 votes
1 answer
1k views

Across my travels on the internet I have came across two different ways of integrating a scaled axis angular velocity into a quaternion. The first way converts the angular velocity into an axis angle ...
neon64's user avatar
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2 answers
5k views

I am looking at various integration methods for my n-body simulation and I'm slightly confused about actual implementation of leapfrog integration. According to the wikipedia page leapfrog method is ...
cube's user avatar
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1 vote
2 answers
180 views

I have a 2D space simulation with gravity acting on three bodies (e.g. sun and 2x planets). The simulation seems pretty stable with RK4 (was unstable with Euler). The problem arises if the orbit of ...
Ken's user avatar
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1 vote
1 answer
571 views

In my game I integrate like so: (Please assume all variables to be declared) ...
BungleBonce's user avatar
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1 vote
1 answer
1k views

All online resources seem to assume that you know what this means and/or state that this is related to object movement in some way. How does this differ than just ...
Scholar's user avatar
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2 votes
2 answers
2k views

There are various integration methods that can be used for games. I am trying to write a simple physics engine deciding between semi-implicit Euler and Verlet variants. What I don't understand is ...
Chris's user avatar
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4 votes
2 answers
4k views

I am using the DeviceMotionEvent web API, which gives me a device's acceleration split up into x-, y- and z-dimensions and a time interval. Here's my attempt at ...
Tom's user avatar
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2 answers
371 views

I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I ...
Elektito's user avatar
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20 votes
3 answers
9k views

At the end of these great slides, the author compares all the different integrators presented. One way or another, they all fall short except for Improved Euler Integration and Runge Kutta 4 ...
John Tyler's user avatar