Skip to main content

Questions tagged [physics]

Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.

Filter by
Sorted by
Tagged with
1 vote
1 answer
120 views

I'm adding deceleration to my player character, decreasing their velocity over time when the player releases the direction keys. With the code below, at non-perfect angles, the character seems to re-...
MyNamesRubber's user avatar
0 votes
0 answers
52 views

I'm working on a 2.5D game in Godot 4.5 that uses skeletal animation + ragdoll physics. I'm really happy with how the full ragdoll mode behaves, but I can't get anything close to a good active ragdoll ...
Eugene Khyst's user avatar
3 votes
4 answers
276 views

So I was implementing deltatime adjustment into a game when I thought of this problem. Consider a control case, with no adjustment for framerate: Here, our character jumps up to a max height of 12.5 ...
Sad Robot's user avatar
0 votes
2 answers
119 views

I had some questions about Physics / Rigidbody in Unity. I have a 2D sprite with a collider. The 2D sprite is simply a card that I place on a table with the mouse. I use the collider for raycasting (...
Curio's user avatar
  • 261
0 votes
0 answers
49 views

I have a skeletal mesh with a Physics Asset assigned to it as such: This skeletal mesh is used within an ACharacter with collision settings as such: And an actor which has the overlap event as such: ...
Manas R. Makde's user avatar
2 votes
0 answers
77 views

Let's assume the following situation: I have a server, that sends a snapshot of current game state to all the clients at a fixed time. Server is authoritative, all the physic calculations are done on ...
zillah's user avatar
  • 21
0 votes
0 answers
40 views

(Beginner questions) How do you setup the ramp with the tiles in unity? The graphics and the behavior? I've been checking this free tileset: In the image it has connected ramps I cannot seem to get ...
AturSams's user avatar
  • 10.6k
1 vote
0 answers
76 views

the vines in animal well display pixel perfect deformation when the pc moves through them. they also display rope physics but do not appear to be implemented by jointed segments of physics rigidbodies ...
mortsini's user avatar
3 votes
1 answer
117 views

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. ...
user avatar
0 votes
1 answer
59 views

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’...
Blue Herring's user avatar
4 votes
1 answer
250 views

I'm prototyping a train simulator and running into design issues with physics and train car movement. The scope is similar to games like Run8, SimRail, or Derail Valley. Requirements: Realistic train ...
b2soft's user avatar
  • 143
0 votes
1 answer
126 views

I made character movement using AddForce. But I don't understand how to get the desired effect. I need that when I release a movement key (for example WASD) the ...
Friendlyap's user avatar
1 vote
0 answers
156 views

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 ...
Runox's user avatar
  • 11
1 vote
1 answer
144 views

I have been working on a project in the Godot engine about creating tile based spaceships. It works great and I find it very interesting. My biggest issue though is correctly simulating disconnections,...
TizWarp's user avatar
  • 25
0 votes
1 answer
100 views

I am using unity as my game development platform. I was trying to create script that could interpolate time scale to achieve a flurry rush. The code below is my attempt: ...
pockspocky's user avatar
1 vote
0 answers
87 views

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
  • 11
0 votes
0 answers
120 views

I'm working on basic clones of the classic Mario games I played on that Wii SNES emulator when I was younger to learn classic hardware emulation, platformer development, Monogame, etc. I found this ...
PraiseSolek's user avatar
0 votes
0 answers
34 views

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
0 votes
1 answer
96 views

Wikipedia says: In two dimensions, angular acceleration is a number with plus or minus sign indicating orientation, but not pointing in a direction. The sign is conventionally taken to be positive if ...
SK19's user avatar
  • 123
0 votes
0 answers
137 views

I am experimenting with 3D car physics in Unity and want a good car for a racing game. I've been trying to implement turning (and drifting) for this car. I want the car to automatically drift at high ...
ak64_k15's user avatar
1 vote
1 answer
218 views

I'm reworking physics in a 2d action platformer I'm developing (no engine, c++ / sdl). Here's the general movement logic for all characters: I calculate the offset I need to apply to the character I ...
SavedowW's user avatar
3 votes
0 answers
60 views

How do I deal with collisions that have small relative velocities, but external forces such as gravity? Imagine a scenario with a box in 2D, rotated 30 degrees, and placed on the ground. Gravity acts ...
Nick Gallagher's user avatar
0 votes
0 answers
49 views

I'm a novice to game development and experimenting with trying to create an RCS thruster (child game object) on a capsule (parent game object). What I am desiring to do is to apply a force on the ...
Skittles's user avatar
  • 103
1 vote
1 answer
116 views

I'm trying to implement a PGS solver for collision response, but I'm currently stuck. How the problem manifests is, for the example of a box resting on the ground, if the box is given a small rotation ...
Zoler1337's user avatar
0 votes
0 answers
71 views

In a 3D world, I have a hockey puck-like body. I have made a mechanic where I can launch the puck with a slingshot mechanism. But the point of contact is determined with a raycast and the "sling ...
tomsseisums's user avatar
  • 3,366
0 votes
2 answers
277 views

I'm trying to synchronize 3-4 thousand game objects' positions and rotations. I need performance for my Unity game to remain relatively high (30+fps) and to keep the amount of data sent as low as ...
Tony ThaDee's user avatar
0 votes
0 answers
74 views

There is a thin, long rectangle placed slightly below a circle, and I let them fall simultaneously. When they hit the ground, they land perfectly aligned, one on top of the other. In the real world, ...
shingo.nakanishi's user avatar
0 votes
0 answers
85 views

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
0 votes
0 answers
43 views

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
0 votes
0 answers
251 views

I want to implement softbody vehicle damage like Beamng for my Burnout inspired game. The softbody physics dosen't need to be 100% accurate. The problem is that I don't understand how to implementing ...
Nabir14's user avatar
  • 59
0 votes
1 answer
137 views

I encountered a problem in Unity related to the Character Controller, namely with checking whether the player is on the ground or not (isGrounded). A player walking down a slope with a minimum angle ...
Dexport's user avatar
0 votes
0 answers
70 views

I’m working on a medical VR simulation in Unreal Engine 5, using Chaos Flesh to create a soft-body-like structure for a human mesh. The mesh includes an esophagus, and I need skeletal binding to hold ...
Anjal KK's user avatar
0 votes
1 answer
147 views

I'm using Jolt 3D Physics for Godot, and my FPS character controller occasionally gets stuck to a platform moving with an AnimatableBody3D. Sometimes I get stuck to ...
ThetaJones's user avatar
0 votes
0 answers
109 views

I'm trying to make an active ragdoll in Unity 2D. The problem is that when you see mine as compared to Stickfight the Game or Off the Sticks, mine is very stiff and "janky". I just don't see ...
Spaghetti's user avatar
0 votes
1 answer
62 views

I'm simply trying to disable collisions for a Rigidbody2D: rb.isKinematic = true; rb.detectCollisions = false; as per: https://...
tariq's user avatar
  • 121
0 votes
0 answers
342 views

If we assume that Teardown was made in Unity, how would it be made in a high-level way? See the game here. I tried some things like breaking each shape down into small voxels, but how do you determine ...
Spaghetti's user avatar
0 votes
0 answers
155 views

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
1 vote
2 answers
278 views

I'm working on a billiard game in Unity (2D), where I used 3D sphere visually and I'm trying to make the ball's rotation look natural as it moves across the table or hit another. I've got the ball ...
Tishko Sabir's user avatar
1 vote
3 answers
1k views

I am trying to develop something in Godot and I was hoping it would be possible to create some sort of gravity field. I do not mean just the default falling down indefinitely. I mean like a kind of ...
Wouter Vandenputte's user avatar
0 votes
0 answers
71 views

I have a bulletSpawnPoint, and it is correctly rotating and moving with player, but the bullets (I've replaced them with sphere without collisions) are spawning ...
p3tition's user avatar
0 votes
2 answers
159 views

I'm trying to make a system to see if a knockback would hit an object into an area in the scene. How would I calculate this in 2D? I know there's \${v_f}^2 = v_i^2 + 2ad\$, but that only works with a ...
Justin Solstice's user avatar
0 votes
0 answers
112 views

The problem: I have a rocket in a 2D space game that can apply force forwards and apply torque to turn. Now I want this rocket to reach a target point in the x,y coordinate system with a certain ...
Unsaga's user avatar
  • 1
0 votes
1 answer
72 views

I am trying to make a platformer game in which the player is able to run on the platforms. I have the platforms moving from the right to the left direction and the player is standing on top of the ...
Divyansh undley's user avatar
0 votes
0 answers
90 views

I'm attempting to detect when a gameObject with a Capsule Collider and RigidBody attached it lands on the floor, which is a Mesh with a Mesh Collider attached it to it. Adding a tag to the Floor ...
wrappingduke's user avatar
2 votes
1 answer
93 views

Godot Version: v4.3.stable.official [77dcf97d8] I'm trying to add the ability for blocks (frozen RigidBody2Ds) to be hard-dropped instantly (they get placed on the closest surface directly below them) ...
DragonAero's user avatar
0 votes
2 answers
307 views

I was reading this article about physics in Celeste and Towerfall, and came across the use of the term "solid": All of our physics are handled by two classes: Solids and Actors. Solids are, ...
shingo.nakanishi's user avatar
1 vote
1 answer
183 views

When reading about the usual methods of rendering 3D models in game programming one encounters ideas such as the Perspective Projection Matrix (rasterization), Ray tracing and Ray marching. On the ...
Felipe Dilho's user avatar
0 votes
1 answer
95 views

I'm having a problem with CharacterBody2D knockback in Godot 4.3 stable. I'm creating a game where enemies (CharacterBody2D) can ...
buzzbuzz20xx's user avatar
0 votes
0 answers
98 views

Problem: Why are the wheel colliders not colliding with the floor? Here's a video that shows how the skateboard just falls through the ground: https://imgur.com/a/Vx7QraF I have this kind of hierachy: ...
kyopa's user avatar
  • 143
0 votes
1 answer
242 views

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
  • 1

1
2 3 4 5
50