physics

Datatypes for physics

Hi, I'm currently designing a program that will involve some physics (nothing too fancy, a few balls crashing to each other) What's the most exact datatype I can use to represent position (without a feeling of discrete jumps) in c#? Also, what's the smallest ammount of time I can get between t and t+1? One tick? EDIT: Clarifying: What...

Practices for programming in a scientific environment?

Background Last year, I did an internship in a physics research group at a university. In this group, we mostly used LabVIEW to write programs for controlling our setups, doing data acquisition and analyzing our data. For the first two purposes, that works quite OK, but for data analysis, it's a real pain. On top of that, everyone was m...

What are some good rigid body dynamics references?

I'm not a math guy in the least but I'm interested in learning about rigid body physics (for the purpose of implementing a basic 3d physics engine). In school I only took Maths through Algebra II, but I've done 3d dev for years so I have a fairly decent understanding of vectors, quaternions, matrices, etc. My real problem is reading co...

Physics of a snooker game

Anyone can point me to any info regarding physics of a snooker game, if possible more about the ball colisions? I would like to make a game and I need some help about the physics... thanks! ...

2d game physics?

Can anyone point me to a library for 2D game physics, etc for programming gravity, jumping actions, etc for a 2d platform/sidescrolling game ? Or could you suggest some algorithms for side scroller like mario, sonic etc? ...

Multi-purpose 3d Artificial Life Engine?

Studying emergence, it's quite useful to have a development framework to build upon to quickly test out new ideas. 3d with physics collision would be nice, and open-source would be a big plus. For this purpose 'breve' looks quite promising, but I was wondering if anyone had used it or knows of any other suitable engines? ...

How much mathematics and physics should a programmer know?

I am currently learning mathematics and physics along with programming. Some of it is definitely useful for my programming related projects, especially the (hobby) games that I make, but not all. What are the most important topics which are necessary for a programmer? ...

What XNA based 3D terrain and physics libraries exist?

I'm planning on creating a game that contains a landscape with objects on it. The landscape will be defined using a heightfield, and the objects will move about on top of, and fly over the terrain. If you've ever played the old games Marble Madness and Virus/Zarch, that's the kind of complexity and style I'm trying to create. I've seen ...

Significant figures in the decimal module

So I've decided to try to solve my physics homework by writing some python scripts to solve problems for me. One problem that I'm running into is that significant figures don't always seem to come out properly. For example this handles significant figures properly: from decimal import Decimal >>> Decimal('1.0') + Decimal('2.0') Decima...

Calculate the position of an accelerating body after a certain time

How do I calculate the position of an accelerating body (e.g. a car) after a certain time (e.g. 1 second)? For a moving body that it not accelerating, it is a linear relationship, so I presume for an accelerating body it involves a square somewhere. Any ideas? ...

Resources for 2d game physics

I'm looking for some good references for learning how to model 2d physics in games. I am not looking for a library to do it for me - I want to think and learn, not blindly use someone else's work. I've done a good bit of Googling, and while I've found a few tutorials on GameDev, etc., I find their tutorials hard to understand because th...

Is F# suitable for Physics applications?

I hate Physics, but I love software development. When I go back to school after Thanksgiving, I'll be taking two more quarters of Physics before I'm done with the horrid thing. I am currently reading postings on the F# units of measurement feature, but I've never used a language like F#. Would it be suitable to write applications so I ca...

Recommended Books on Math for Game Development

It's been a few years since my computational geometry class in college, and I unfortunately sold my textbook (Computational Geometry in C), so now that I am writing a 2D video game, I am looking for books to give me a hand. What books are recommended that cover the geometry, math, and physics of 2D video game development? ...

Sandy 3D: Creating a Room with Physics

Hello, I was wondering if anyone can help me get started with creating a room in Sandy 3D. I know I can generate the planes, but I am unsure as to how to implement simple physics (i.e. the player cannot walk through a wall). Is there a simple way to do this, or should I look into something like WOW (3D physics engine for Flash)? Thanks...

Angular Momentum Transfer equations

Does anyone have any good references for equations which can be implemented relatively easily for how to compute the transfer of angular momentum between two rigid bodies? I've been searching for this sort of thing for a while, and I haven't found any particularly comprehensible explanations of the problem. To be precise, the question ...

2d Platformer physics

It was a long holiday weekend, so I got the coding bug again and started playing around: I wrote a basic tile engine, but having never attempted this before, I am really struggling with handling sprite collision detection and implementing realistic physics for gravity. For any other game hobby writers, can you point me towards some w...

How do I apply gravity to my bouncing ball application?

I've written a fairly simple java application that allows you to drag your mouse and based on the length of the mouse drag you did, it will shoot a ball in that direction, bouncing off walls as it goes. Here is a quick screenshot: Each one of the circles on the screen is a Ball object. The balls movement is broken down into an x and ...

Ball to Ball Collision - Detection and Handling

With the help of the Stack Overflow community I've written a pretty basic-but fun physics simulator. You click and drag the mouse to launch a ball. It will bounce around and eventually stop on the "floor". My next big feature I want to add in is ball to ball collision. The ball's movement is broken up into a x and y speed vector. ...

Advanced material on game design with a heavy emphasis on physics?

The game design field has probably the lowest signal-to-noise ratio on the web out of any other. Seriously, try searching for advanced materials related to physics modeling, collision detection or the like and the amount of woefully bad or inaccurate material/tutorials/forum posts you will turn up is astounding. There are so many wanna...

Using an epsilon value to determine if a ball in a game is not moving?

I have balls bouncing around and each time they collide their speed vector is reduced by the Coefficient of Restitution. Right now my balls CoR for my balls is .80 . So after many bounces my balls have "stopped" rolling because their speed has becoming some ridiculously small number. In what stage is it appropriate to check if a spee...