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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.

0 votes
1 answer
86 views

I'm adding deceleration to my player character, decreasing their velocity over time when the player releases the direction keys. With the code below, at non-perfect angles, the character seems to re-...
MyNamesRubber's user avatar
0 votes
0 answers
25 views

I'm working on a 2.5D game in Godot 4.5 that uses skeletal animation + ragdoll physics. I'm really happy with how the full ragdoll mode behaves, but I can't get anything close to a good active ragdoll ...
Eugene Khyst's user avatar
2 votes
4 answers
247 views

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
0 votes
2 answers
112 views

I had some questions about Physics / Rigidbody in Unity. I have a 2D sprite with a collider. The 2D sprite is simply a card that I place on a table with the mouse. I use the collider for raycasting (...
Curio's user avatar
  • 261
0 votes
0 answers
46 views

I have a skeletal mesh with a Physics Asset assigned to it as such: This skeletal mesh is used within an ACharacter with collision settings as such: And an actor which has the overlap event as such: ...
Manas R. Makde's user avatar
2 votes
0 answers
77 views

Let's assume the following situation: I have a server, that sends a snapshot of current game state to all the clients at a fixed time. Server is authoritative, all the physic calculations are done on ...
zillah's user avatar
  • 21
0 votes
0 answers
38 views

(Beginner questions) How do you setup the ramp with the tiles in unity? The graphics and the behavior? I've been checking this free tileset: In the image it has connected ramps I cannot seem to get ...
AturSams's user avatar
  • 10.6k
1 vote
0 answers
74 views

the vines in animal well display pixel perfect deformation when the pc moves through them. they also display rope physics but do not appear to be implemented by jointed segments of physics rigidbodies ...
mortsini'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. ...
user avatar
0 votes
1 answer
54 views

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
4 votes
1 answer
241 views

I'm prototyping a train simulator and running into design issues with physics and train car movement. The scope is similar to games like Run8, SimRail, or Derail Valley. Requirements: Realistic train ...
b2soft's user avatar
  • 143
0 votes
1 answer
121 views

I made character movement using AddForce. But I don't understand how to get the desired effect. I need that when I release a movement key (for example WASD) the ...
Friendlyap's user avatar
1 vote
0 answers
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
  • 11
1 vote
1 answer
139 views

I have been working on a project in the Godot engine about creating tile based spaceships. It works great and I find it very interesting. My biggest issue though is correctly simulating disconnections,...
TizWarp's user avatar
  • 25
0 votes
1 answer
97 views

I am using unity as my game development platform. I was trying to create script that could interpolate time scale to achieve a flurry rush. The code below is my attempt: ...
pockspocky's user avatar

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