Say I have an object in 2D space that can rotate and then should move according to its rotation angle.
I want to practice programming with (popular) android physics engines (AndEngine and libgdx). It is not very difficult to create a small world with physics objects but now I want to create a rope and
So im trying to create character with two jetpacks - either of which can be fired independently of one another to create an impulse offset from the center of gravity (Using Cocos2d, Chipmunk, and Spac
I\'m programming a really simple 2D collision response algorithm (thankfully), but even the really simple geometry concepts have been baffling me.Been studying!But...
I am trying to write a simple physics simulation where balls with varying radii and masses bounce around in a perfectly elastic and frictionless environment. I wrote my own code following this resourc
I\'m having trouble with physics in unity 3d. I\'m wanting my ball to bounce off of walls and go another direction. When the ball hits the wall it just bounces straight back. I have tried changing the
I am trying to simulate gravity in my first xna 2d game. I have the following //Used for Jumping double elapsedAirTime = 0.0;
I\'m looking for a 2D physics engine for 开发者_运维问答WPF, not Silverlight. The physics engine should be blendable so that I can specify in blend a behavior of a specific control. Are there any?Unfo
While researching information for my physics engine, I have come across a problem with determining the velocities of objects (or the magnitude of the \"impulse\" of the collision) after a collision. N
i\'m developing an app that uses Box2d. i have a world with several blocks and an object that collides with them. at the moment the collision starts, the obj开发者_开发知识库ects start to change their