I've tried the typical physics equations for this but none of them really work because the equations deal with constant acceleration and mine will need to change to work correctly. Basically I have a car that can be going at a large range of speeds and needs to slow down and stop over a given distance and time as it reaches the end of it...
My question is fairly simple. I have two tetrahedra, each with a current position, a linear speed in space, an angular velocity and a center of mass (center of rotation, actually).
Having this data, I am trying to find a (fast) algorithm which would precisely determine (1) whether they would collide at some point in time, and if it is t...
When you drag an iphone GUI element like a list, it scrolls in a physics correct way, and also has a nice bounce effect at the end.
I would like to write a GUI element in my game, without using UIKit. I wonder where is the code implementing this, and if I can use it instead of trying to write something similar.
Any ideas?
...
Is there a standard pythonic way to treat physical units / quantities in python? I saw different module-specific solutions from different fields like physics or neuroscience. But I would rather like to use a standard method than "island"-solutions as others should be able to easily read my code.
...
I have a game I am working on that has homing missiles in it. At the moment they just turn towards their target, which produces a rather dumb looking result, with all the missiles following the target around.
I want to create a more deadly flavour of missile that will aim at the where the target "will be" by the time it gets there and I...
I am wondering whether to do some extra studying around Physics as some people have advised me that having a background in Physics is good for programmers to have. I would be interested to here other peoples opinions on this.
...
It was possible to smash those cars into pieces and even split them. While thinking about it, how did they do it? What were the basic algorithms they used? Anyone knows?
All I remember the game had a quite springy feel and that it ran well on pentium 2. Also it weren't looking like accurate at all, just fun. It was fun to scrap those ca...
I'm trying to make a small application in Flash (AS3) that will have several bodies with variable shape and size that will have force applied to them. I've been looking around for some good explanation of calculating center of mass/gravity, torque, angular momentum, and, I suppose, collision detection as well, though that's not necessar...
I have a choice between Physics and Economics as elective
units in a course I'm about to start (undergraduate level).
I'm already doing maths as part of the course, so should hopefully
do some trignometry and geometry etc which is helpful for 3D
game programming.
However I'm not sure if I should choose Physics over Economics. I am
awa...
I have to use OGRE3D for a university project however, we are not allowed to use any third party libraries for Physics or collision detection. This includes using OGRE's built in collision detection.
I am having some difficulty with the correct way to approach adding my own custom physics routines to OGRE's built in entities.
OGRE uses...
I am writing a physics simulation using Ogre and MOC.
I have a sphere that I shoot from the camera's position and it travels in the direction the camera is facing by using the camera's forward vector.
I would like to know how I can detect the point of collision between my sphere and another mesh.
How would I be able to check for a col...
Hello,
I have an entity that plays an animation that runs in my world at speed s = 1.
Now starting with a specific time interval in my world it is possible for the animation to slow down, which means it plays at a speed s where: 0 < s < 1.
This time interval is defined by the starttime ta and endtime tb.
So if the time in my world rea...
How many bogomips (or any other relevant unit) can an iPhone or iPod touch deliver?
Is performance in larger applications, as on normal PCs, more limited to cache thrashing than to number of CPU instruction? Or is there some other limit?
What is a recommended total polybudget for a state-of-the-art game in a plain iPod touch (i.e. not ...
TL;dr: "I am not sure how to calculate a smooth transition of thrust between one vector and another."
I am programming a simple game where an enemy chases after the player in an open space (no walls). I was calculating the enemy's x & y velocities independently, accelerating them if they were taking them in the direction of the player a...
Hello,
I am looking for a 3D physics engine for XNA. I heard of some options, but what I need is:
free for commercial purposes (preferable open-source)
support for rigid body dynamics
support for per-polygon collision (this is very important)
managed code - has to work on XBOX360
Have you used something like this? Can you recommend...
Along with all buzz talks about the wonderful Bumptop desktop environment, Im getting this question now. What is the relation with Physics and Bumptop techniques. Basically, I am interested in learning the techniques/algorithms followed in this desktop environment. For example,
Collision Detection -- is used when one icon is about to c...
My question has to do with the physical meaning of the results of doing the spectral analysis of a signal, or, put another way, of interpreting what comes out of throwing a signal into an FFT of a math package.
Specifically:
(i) take a signal, a time-varying voltage v(t)
(ii) throw it into an FFT -- you get back a sequence of re...
Can anyone recommend a tutorial/guide for developing a simplistic flight simulator engine? I want to create a simple flight sim engine for the fun of it.
Language of choice...Actionscript 3...but any other should do.
Currently, if I can create motion on 1 axis, with engine thrust, inertia, mass and some brakes, I'd be happy. :)
Thanks...
This piece of code has been taken from a game built with XNA framework. I'd like some explanation of how it works in terms of trig and physics.
ball.velocity = new
Vector2((float)Math.Cos(cannon.rotation),
(float)Math.Sin(cannon.rotation));
ball.rotation is the rotation of a sprite in...
This is for a game in a flash AS3 only project.
the player controls a character with a gun. By clicking on the screen the gun fires a missile in an arc to the point clicked.
Whats the best way to calculate the x and y co-ordinates of the missile for each frame?
...