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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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3 votes
1 answer
82 views

Should physics substepping include the entire update or only collision resolution + constraint resolving?

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. ...
0 votes
1 answer
41 views

Best way to sync PhysicalObj to player headset position?

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’...
1 vote
0 answers
116 views

How to conserve momentum in Unity?

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 ...
1 vote
0 answers
75 views

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 ...
0 votes
0 answers
21 views

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 ...
0 votes
0 answers
79 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 ...
0 votes
0 answers
37 views

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. ...
0 votes
2 answers
227 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 ...
0 votes
0 answers
139 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,...
0 votes
3 answers
405 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 ...
0 votes
1 answer
199 views

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 ...
1 vote
0 answers
64 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 ...
0 votes
0 answers
248 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 ...
0 votes
0 answers
44 views

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 "...
0 votes
1 answer
90 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 ...

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