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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.

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
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
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
0 answers
85 views

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
  • 11
0 votes
0 answers
31 views

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
0 votes
0 answers
84 views

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
0 votes
0 answers
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
0 votes
2 answers
259 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
0 votes
0 answers
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
455 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
  • 25
0 votes
1 answer
235 views

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
  • 1
1 vote
0 answers
73 views

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
0 votes
0 answers
272 views

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
0 votes
0 answers
49 views

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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