All Questions
Tagged with physics-engine collision-resolution
27 questions
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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 ...
0
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1
answer
77
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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 ...
2
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0
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106
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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 ...
0
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0
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75
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Is it possible to create an actual working physics-based ball bearing in Roblox engine?
Will it allow for making actual wheels, gears and roller coasters?
0
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1
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453
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How do you resolve continuous collision in a multi body system?
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
...
0
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0
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93
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Dynamic bodies falling onto static body tunnel through each other or fail to bounce
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 ...
0
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1
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358
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How to stop player when they hit an axis aligned bounding box?
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 ...
2
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1
answer
326
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How do I calculate impulse when an object collides with plane(fixed object)?
I've been developing simple 3D impulse-based physics engine.
I calculate impulse as follows:
$$j_r = \frac{-1(1+e)v_r\cdot\hat n}
{m_1^{-1}+\bbox[yellow,5px,border:2px solid red]{m_2^{-1}}+(I_1^{-1}(...
1
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0
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172
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Proper sphere collision resolution?
I am implementing a sphere to sphere collision resolution and I am a little confused on where to start. First question, is there a standard way that games/engines do sphere to sphere collision ...
0
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231
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How to implement joints in and impulse based engine
I have been writing a 2D physics engine (for fun and learning) for a while now. I have managed to implement collision detection along with collisions responses with angular impulse and frictional ...
1
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0
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39
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Polygon doesn't bounce enough in edge-ground collisions (but it does in vertex-ground collisions)
I'm currently making a (basic) physics engine in Python in which I want a polygon to bounce off the ground (\$y=0\$).
When a vertex hits the ground, I apply the (linear) impulse $$\overrightarrow{P}...
0
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1
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572
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Detect collision point [duplicate]
I'm writing a 3D rigid body physics engine, I am using OpenGl for simulation.
Only convex objects are considered.
My question involves how to detect the point of ...
0
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1
answer
950
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Terrain collision with sphere and OBB
I'm implementing my physics engine for my 3D game. So far I've been able to implement collision detection between OBB, spheres and planes. The engine generate contacts and resolve them with an ...
2
votes
1
answer
877
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Impulse resolution for purely rotational collisions (relative linear velocity = 0)
I've been writing a basic physics engine, (loosely) following Randy Gaul's online tutorial. I have been using this equation that he derives:
$$j=\frac{-(1+e)((V^A-V^B)*t)}{\frac{1}{{mass}^A}+\frac{1}{...
1
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0
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44
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Weird issue in collision resolution of non-static bodies
I'm a bit of a beginner in engine development, so I decided to write my own engine from scratch so I could learn more about what happens under everything.
I've been progressing fairly well, except ...