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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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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 ...
E F's user avatar
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0 answers
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Toxiclibs softbody physics issue with jittering under weight

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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72 views

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 ...
Владимир Фомин's user avatar
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Custom Physics Engine::Impulse Based Contact Resolver::Facing Object crawling issue when doing Box vs Box Collision

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
157 views

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 ...
Sachin Sabbarwal's user avatar
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0 answers
103 views

Momentum on a Kinematic Character Controller Does Not Work with Jolt 3D

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
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3 answers
295 views

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 ...
TizWarp's user avatar
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1 answer
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Ball not bouncing infinitely with perfect elastic collision settings

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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1 vote
0 answers
47 views

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 ...
snickerdoodles777's user avatar
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0 answers
182 views

Discretised Physics in Voxel Space

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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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 "...
Omer Simchoni's user avatar
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1 answer
77 views

Circle to Polygon & Circle to Circle Velocity Resolution

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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2 votes
0 answers
106 views

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 ...
noodle_run's user avatar
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1 answer
52 views

Game Physics Engine : Euler integration : why body under gravity is not covering 9.8 meters/second?

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
57 views

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 ...
Nagy Lala's user avatar

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