# 2D rotational physics

This topic is 2927 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Not sure If my understanding is accurate (this is all in 2D)...

If you apply a force to an object, say a solid 2D square. The movement will be based on where the force is applied and the angle of the force. Like, If my square had a big thruster on the back and two small thrusters on the side but towards the front, the big thruster will push the square forward and the two smaller thrusters will cause the square to be pushed a little to the side but also cause the square to rotate.

How can I simulate this in my 2D game?

I'm thinking Id have something like this:

Object.ApplyForce(2DVectorForce, 2DVectorLocalPositionForce);

Just don't know the math or if this is even close.

##### Share on other sites
Hi there,

You already know that a force makes something move forward. In classical mechanics we say force equals acceleration times mass.
The rotational counterpart to this is torque equals angular accelleration times moment of inertia, and this is what you need for your simulation.

Here is all you need to get started:

http://en.wikipedia.org/wiki/Torque
http://en.wikipedia....ar_acceleration
http://en.wikipedia....ment_of_inertia

cheers,
Mike

Ty

##### Share on other sites
Check out Chris Hecker's physics tutorials -- they cover 2D rotation.

• ### Game Developer Survey

We are looking for qualified game developers to participate in a 10-minute online survey. Qualified participants will be offered a \$15 incentive for your time and insights. Click here to start!

• 18
• 35
• 9
• 16
• 75
×

## Important Information

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!