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Physics / Physics engines

Last post 06-14-2008 5:37 AM by BShields. 1 replies.
  • 05-22-2008 10:00 PM

    Physics / Physics engines

    Hey guys, I would just like some advice or a point in the right direction, ok so I have quite a bit a physics programming down, but they have been for isolated problems, for example pool ball physics, my current game is quite physics based and I were wondering how to structure the physics to it.

    Basically I am making the classic asteroids, but with a huge amount of modification to it, ship rotation will be councelled by moments (using thrusters rather than directly modifying the angle), the ship is three lines connected by flex joints, when all are connected this forms a rigid body, but when they break they can flail about depending how/if they are still attached. (I hope this discription makes sense).

    Basically I would just like some advice on this topic...

    Any help is appreciated.

     

    Andy

  • 06-14-2008 5:37 AM In reply to

    Re: Physics / Physics engines

    I'd say either pick up an existing physics engine, or do as you did before, and implement what you need. If you go the latter route, I'm sure Wikipedia, Wolfram, and Google will help you find the maths you need (assuming you've taken enough math/physics to understand it)
    It'd be a bloody stupid world if people went around getting killed without dying, wouldn't it?
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