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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
3 votes
1 answer
106 views

I'm working on a simple physics simulation and I want to use substeps to improve stability. I’m unsure whether I should apply substeps to the entire physics update or just to collision resolution. ...
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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
1 vote
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152 views

I tend to use a lot of 2D physics based (rigid-body based) character movement in Unity, and despite lots of tweaking, I can never seem to use conservation of momentum. I’d have to manually program in ...
Runox'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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hopefully this is alright to post here. I'm learning to code and working on a thing (actually trying to reproduce this https://www.instagram.com/juhani.halkomaki/reel/DGFpqfCNgZe/ ) I have created a ...
spaciousmind'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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43 views

I am trying to implement basic stable 3d physics engine, I was able to get collision phase working with SAT but when I am applying impulses on box vs box contact points, I face a crawling issue. ...
videogamechef's user avatar
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2 answers
253 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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152 views

After a long time, I’ve finally figured out how to add momentum to my Kinematic Character Controller in Godot 4. Before: https://youtu.be/sPl-uA7OZ0Y After: https://youtu.be/JvywZp5sQc8 In other words,...
ThetaJones's user avatar
0 votes
3 answers
451 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 trying to create a ball that exhibits perfect elastic collisions, meaning it should bounce infinitely without losing energy. Here's what I've done so far: Set the ball's restitution to 1 Set ...
B.G.'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 ...
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In most physics-based voxel games (like Teardown), there is usually an object-space voxel grid for each object, but no corresponding world-space grid. This means that a voxelized object can be ...
marked-off-topic'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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1 answer
98 views

I am working a 2d physics engine. Polygon to polygon collision and velocity resolution works without issue, but I am struggling to get working circle to circle and circle to polygon velocity working ...
TrippR'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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1 answer
72 views

I am working on very basic physics engine and I used euler interation which works like below, ...
videogamechef's user avatar
1 vote
0 answers
67 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 ...
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104 views

Will it allow for making actual wheels, gears and roller coasters?
ivan866'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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398 views

I am learning about soft-body implementations in Unity recently, and I stumbled upon the game Blob Merge 3D. It is quite an interesting implementation because the blobs do not overlap one another and ...
creekat'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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116 views

Most physics engines appear to use impulse based formulations. Is it possible to use a forced based formulation instead with things like repulsive forces for contact constraints be defined by ...
maxical'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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0 answers
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I have a hobby engine (for fun and research) with a free roaming camera implementation that works by modifying the PositionComponent and ...
Mark Ingram's user avatar
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1 answer
138 views

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
0 votes
0 answers
120 views

I'm developing a 2D cloud-based MMO using WebSocket and have struggled a lot to get proper working physics on the server side. I'm using Next.js for the client and currently Node.js for the server. I ...
Hydroper's user avatar
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1 vote
1 answer
149 views

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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0 answers
121 views

What I want I want a physics engine that can support a few dozen balls and polygon objects interacting with each other in a closed environment. It needs to support objects rotating after collision. It ...
redmoncoreyl's user avatar
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1 answer
543 views

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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111 views

I have a problem with Box2D when 2 dynamic bodies fall onto a static body located below when their restitution is non-zero. They tunnel through each other instead of a rigid elastic bounce. If I treat ...
Simon Zvara's user avatar
1 vote
0 answers
63 views

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
0 votes
1 answer
428 views

I'm in the process of creating a game using electron and HTML5. It's going to be a pretty basic story-based platformer, but I'm ...
Blue Herring's user avatar
1 vote
1 answer
248 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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0 votes
0 answers
76 views

The game is you are a monster trainer in "3D" (I am going with WildPet(WP) for the game and the monsters). In battle with one other WP, you give the WildPets commands which can be tactical ...
user2617804's user avatar
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
12 votes
2 answers
4k views

INTRO: I am trying to achieve a spaceship that flies through space and the pilot can get out of their seat and walk around the ship and place physics objects in it while the ship is moving, rotating, ...
Object's user avatar
  • 289
1 vote
1 answer
795 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
1 vote
1 answer
56 views

I have a rigid body with sphere shape attached and a static collidable box. When sphere hits the box at an angle, for some reason, the angle that it bounces off from is really small: https://imgpile....
Gasim's user avatar
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0 votes
2 answers
814 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
0 votes
0 answers
946 views

So, I have this problem, even when I apply a small amount of force, the balls seem to get pushed away easily. Here's how they should behave (GIF from 8 ball pool game): And here's how I have it : ...
Haseeb Ali's user avatar
0 votes
0 answers
374 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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0 votes
1 answer
157 views

I would like to use Box2D to simulate a small world, with entity sizes around 1cm (0.01m), some smaller than that. Box2D's FAQ says twice: Your moving objects should be between 0.1 - 10 meters. You ...
Blue Nebula's user avatar
1 vote
1 answer
612 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
0 votes
1 answer
747 views

How could I move an object, while respecting the gravity and other related physics in Unity? I tried using the following approach: ...
qqqqqqq's user avatar
  • 278
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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1 vote
0 answers
190 views

Consider the player with a rectangular CollisionShape2D: and a round enemy with a CollisionShape2D and a little bigger ...
pietrodito's user avatar
9 votes
1 answer
7k views

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
0 votes
0 answers
511 views

I'm making custom car suspension(Custom wheelcollider etc), now I encountered a problem where if car gets dropped from a certain height, raycast will fail to detect collision and wheels intersect with ...
Nick's user avatar
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