Latest Physics Activity
Thanks Dirk, this definitely helps, I appreciate it. My problem is I get too hung up on the most optimal way to do things. Your contact manifold talk made a lot of sense to me for the hull vs hull case, so I was curious if this was done in practice for boxes.
Thanks again!
Jikoob said:
When narrowing down my question to the simple diagonal throw/free fall problem I do agree that the math here is not complicated and it's probably the best way to implement such mechanic.
To me, the argument usually is: If the problem has an analytical solution, then i really want to use …
(new post because forum hangs when posting links)
The article explains the mass properties if a rigid body, including moment of inertia. We use this to model ‘rotation resistance’ of some object. A stick is easy to rotate if we rotate it around it's longest axis, but hard to rotate if we do so aroun…
@snoken Basically what joeJ said. When the changes become small enough, call it good enough and set the amount of rotation such that all vertices are on the same plane.
I originally was thinking i could use this for my robot-shooting game. The robots explode and the legs/arms/body parts fall off. I …
Perhaps at low speeds you should switch to rigid body simulation, though I'm not an expert in this at all. AFAIK you need a low-speed approach and a high-speed approach (I guess you already have this), because no single method works for all situations. Rigid body physics would fail at high speeds a…
Eight-month necro. Thread locked.
@HateDread So far we went a maths way and implemented the required thrust calculation using third-degree Newtonian motion formulas - thrusters then change the applied acceleration linearly using constant jerk. This works fantastic for single axes but becomes complicated when for example maximum pos…
If the cave is defined as the points where some noise function is positive, couldn't you just evaluate the function to detect collisions? There are reasons why that might not work, but it's hard to tell without the OP being 20 times more clear on what the question is.
[forum software crash…]
Another thing people often use for control problems is PD or PID controllers, but i have only little experience with this.
Like damping that's hard to predict, which can often be a problem depending on usecase.
Figuring out what to do and at the same time aiming for as fast as possible makes the implementation very difficult.
When I implement a new algorithm I aim for correctness first. That is, implement it as specified. Speed is a non-issue at this point. I typically use Python for that. Nicely expressiv…
SiriusT987 said:
do split the input torque from the engine into two equal parts, but that’s it,
So, that's a locked differential ?
Your suspension values seem ok, but the damping could be higher, and don't forget that stiff rear suspension causes oversteer.
Also it's worth considering to separate the b…
@undefined yeah but like how do i integrate it with the impulse-based collision resolution?
If i found a collision in the swept volume do i move the collider in the collision point? Do i have to deal with multiple collision dt and if so how would i handle this since i integrate all the entitie…
nathan29299292 said:
Does this have something to do with the way these maps are constructed (ie. brushes, bsp, etc) that makes this possible?
BSP has the advantage that it gives a robust definition of solid and empty space. Meshes don't enable a quick test, even if they are manifold (which mostly the…
@bryant5 Instead of calling the physics update with the time between frames (dt). Create a loop to call the physics n times with a fraction of the time (dt/n) (Sub-stepping). This reduces issues like bullet-through-paper issue. Because it moves the physics simulation slower.
But you multiply t…
AliAbdulKareem said:
At least for now the re-projection sounds very promising from the first google searches.
Somehow i feel guilty for luring you on the next path of failure, eventually ; )
But here a very good tutorial about implementing TAA, which surely helps to estimate expected problems: https:/…
beetree2 said:
To provide some context I am using Unity, the game will have 3D motions and actions (jumping, flying, etc.)
How do your levels look? Arbitrary polygon soups? Or something structured, like modular models on a regular grid?
And i assume your characters are just capsules (physically)? What…
Never used box2d, but as nobody else seems to have time, let's try.
I copy/pasted the code above and reformatted it to something readable. Compiling it fails with:
$ g++ something.cpp
something.cpp: In function ‘void AddBox(b2World&, int, int)’:
something.cpp:132:20: error: invalid conversion fro…
Glad it worked! for the long line, you may just need some sort of clear screen/framebuffer or something like that in raylib, sounds like BeginDraw() doesn’t clear the previous frame.
OUTEL is a little game I'm working on. In it you can build things with basic shapes like cubes and spheres. You can also manage the objects' properties so they can be affected by gravity, or make them stationary.
A house I built to test out the building system. I forgot to put collision on the walls…Split screen has been added ? I will refrain from releasing too many photos/videos from now until release.
However I will continue to post written updates on here.
NVIDIA has announced PhysX 5.0 with the release planned in early 2020. The latest release adds support for a unified constrained particle simulation framework.
The new version includes Finite Element Model (FEM) to support deformable bodies, improved liquid simulations, and use of arbit…