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 ...
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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 ...
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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 ...
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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. ...
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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 ...
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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,...
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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 ...
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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 ...
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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 ...
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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 ...
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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 "...
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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 ...
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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 ...
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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,
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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 ...