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Cacks

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About Cacks

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  1. Cacks

    Combine 2 Physics objects

    @Scouting Ninja my main reference book is 'Essential Mathematics for Games and Interactive Applications' + information from the internet I considered using 'Bullet SDK' for my physics but the documentation was lacking so I decided to build my own physics engine
  2. Cacks

    Combine 2 Physics objects

    I think I found an answer: I physically separate the objects based on penetration depth It seems to work ok atm I'm not using Unity, I'm writing it in C++
  3. Cacks

    Combine 2 Physics objects

    @JoeJ Its a 3d game, angled view, polyhedra as bounding volumes, impulse collision response, collision manifolds, 3d physics but I lock rotations about the Y axis, the movement is realistic but the graphics is not
  4. Cacks

    Combine 2 Physics objects

    @JoeJ, I have to do it in the physics engine I need the player to rotate & bounce if the stick hits the walls or the stick pushes the puck through the walls
  5. I am making a hockey like game So far in my Physics Engine I use 1 polyhedron to describe my physics objects I have the players' bodies working ok but now I have to add the sticks What technique should I use to combine these 2 objects in my physics engine?
  6. Cacks

    Moving characters

    Hi, I create Normalised Device Coordinates (NDCs) from my mouse input. I want to use these coords to move my characters If I convert these coords to Force my characters will accelerated infinitely & they won't have max velocities What do I convert my NDCs to to achieve this? cheers
  7. I've tried simulating angular friction by defining an angular deceleration but my code is giving odd results My math must be wrong? Vector3<float> newAngMo(obj->getAngularMomentum() + obj->getTorque() * seconds); Vector3<float> newAngVel(obj->getInverseInertiaTensor().transform(newAngMo)); if (newAngVel.isNotZeroVector()) { Vector3<float> frictionDecel(-newAngVel.normalisedVersion() * Math<float>::PI); Vector3<float> frictionTorque(Movement::torque(obj->getInertiaTensor(), frictionDecel)); Vector3<float> frictionAngMo(frictionTorque * seconds); Vector3<float> postFrictionAngMo(newAngMo + frictionAngMo); Vector3<float> postFrictionAngVel(obj->getInverseInertiaTensor().transform(postFrictionAngMo)); if (postFrictionAngVel.isZeroVector() || newAngVel.normalisedVersion().dotProduct(postFrictionAngVel.normalisedVersion()) < 0.0f) { newAngMo = Vector3<float>(); newAngVel = Vector3<float>(); } else { newAngMo = postFrictionAngMo; newAngVel = postFrictionAngVel; } } obj->setAngularMomentum(newAngMo); obj->setAngularVelocity(newAngVel);
  8. @Fulcrum.013, angular_velocity = inverse_inertia_tensor * angular_momentum
  9. @alvaro, something like this would be sufficient but I'd rather define the angular deceleration, times it by the inertia tensor & that would give torque I could minus torque * dt from the angular momentum then get the angular velocity
  10. @Dirk Gregorius, how do others handle rotational friction? My objects are locked to rotate around the Y axis but they are spinning like crazy & won't stop
  11. I have a added a dummy value for rotational Friction Torque into my engine But how do I calculate the true value of the Frictional Torque?
  12. @alvaro, @Fulcrum.013, in my game engine update loop I will convert Angular Momentum to Angular Velocity then update my objects' orientations I am wondering how to simulate Friction: If I multiply Torque by delta time that should give me the angular momentum that friction would create? Then I add the friction angular momentum to the objects' total angular momentum?
  13. Cacks

    Conservation of Angular Momentum

    @Dirk Gregorius, what does every1 else do when it comes to walls? Do they give walls mass? Mark walls as static? Maybe this is my problem?
  14. Cacks

    Conservation of Angular Momentum

    @Dirk Gregorius, I'm reading Essential Mathematics for games & Interactive Applications, Van Verth is 1 of the authors He doesn't describe Angular Impulse against a wall I set my walls' mass to zero so I can't use these formulae because they describe 2 moving objects with masses
  15. Hi, I'm having trouble understanding angular collision response My first question is how do I calculate angular impulse of an object against a wall I don't understand how to calculate j in the attached formula, cheers
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