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#gamephysics — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #gamephysics, aggregated by home.social.

  1. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  2. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  3. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  4. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  5. 🚗 Build better vehicle feel for the price of a coffee ☕️: EVP is $3.60 on Unity Asset Store for a limited time.

    assetstore.unity.com/packages/

    Music: Firing Up by Maniac of Noise — CC BY 4.0

    #Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving

  6. 🚗 Build better vehicle feel for the price of a coffee ☕️: EVP is $3.60 on Unity Asset Store for a limited time.

    assetstore.unity.com/packages/

    Music: Firing Up by Maniac of Noise — CC BY 4.0

    #Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving

  7. 🚗 Build better vehicle feel for the price of a coffee ☕️: EVP is $3.60 on Unity Asset Store for a limited time.

    assetstore.unity.com/packages/

    Music: Firing Up by Maniac of Noise — CC BY 4.0

    #Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving

  8. 🚗 Build better vehicle feel for the price of a coffee ☕️: EVP is $3.60 on Unity Asset Store for a limited time.

    assetstore.unity.com/packages/

    Music: Firing Up by Maniac of Noise — CC BY 4.0

    #Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving

  9. 🚗 Build better vehicle feel for the price of a coffee ☕️: EVP is $3.60 on Unity Asset Store for a limited time.

    assetstore.unity.com/packages/

    Music: Firing Up by Maniac of Noise — CC BY 4.0

    #Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving

  10. 💡 #UnityTips: Make use of Unity's Physics.Raycast() function to detect collisions and interactions in your game world! 💥 Use it to create weapons, pick-ups, and more. #unity #unity3d #gamedev #gamephysics #IndieDev

  11. 💡 #UnityTips: Make use of Unity's Physics.Raycast() function to detect collisions and interactions in your game world! 💥 Use it to create weapons, pick-ups, and more. #unity #unity3d #gamedev #gamephysics #IndieDev

  12. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  13. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  14. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  15. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  16. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  17. Open vs. locked differential. A locked differential forces both drive wheels to rotate at the same rate, which can improve traction on slippery terrain. With an open differential, if one wheel loses traction, the available drive torque is limited by that wheel, so both wheels effectively lose tractive capability.

    #MadeWithUnity #Physics #Simulator #TireSimulation #Showcase #Unity #IndieDev #GameDev #GamePhysics

  18. Open vs. locked differential. A locked differential forces both drive wheels to rotate at the same rate, which can improve traction on slippery terrain. With an open differential, if one wheel loses traction, the available drive torque is limited by that wheel, so both wheels effectively lose tractive capability.

    #MadeWithUnity #Physics #Simulator #TireSimulation #Showcase #Unity #IndieDev #GameDev #GamePhysics

  19. Open vs. locked differential. A locked differential forces both drive wheels to rotate at the same rate, which can improve traction on slippery terrain. With an open differential, if one wheel loses traction, the available drive torque is limited by that wheel, so both wheels effectively lose tractive capability.

    #MadeWithUnity #Physics #Simulator #TireSimulation #Showcase #Unity #IndieDev #GameDev #GamePhysics

  20. Open vs. locked differential. A locked differential forces both drive wheels to rotate at the same rate, which can improve traction on slippery terrain. With an open differential, if one wheel loses traction, the available drive torque is limited by that wheel, so both wheels effectively lose tractive capability.

    #MadeWithUnity #Physics #Simulator #TireSimulation #Showcase #Unity #IndieDev #GameDev #GamePhysics

  21. Open vs. locked differential. A locked differential forces both drive wheels to rotate at the same rate, which can improve traction on slippery terrain. With an open differential, if one wheel loses traction, the available drive torque is limited by that wheel, so both wheels effectively lose tractive capability.

    #MadeWithUnity #Physics #Simulator #TireSimulation #Showcase #Unity #IndieDev #GameDev #GamePhysics

  22. #UnityTips reminder: For the most physically realistic collisions and friction in Unity, use Patch Friction Type + Improved Patch Friction.

    #Unity #Physics #GamePhysics #GameDev #Unity6 #UnityEngine #IndieDev

  23. #UnityTips reminder: For the most physically realistic collisions and friction in Unity, use Patch Friction Type + Improved Patch Friction.

    #Unity #Physics #GamePhysics #GameDev #Unity6 #UnityEngine #IndieDev

  24. #UnityTips reminder: For the most physically realistic collisions and friction in Unity, use Patch Friction Type + Improved Patch Friction.

    #Unity #Physics #GamePhysics #GameDev #Unity6 #UnityEngine #IndieDev

  25. #UnityTips reminder: For the most physically realistic collisions and friction in Unity, use Patch Friction Type + Improved Patch Friction.

    #Unity #Physics #GamePhysics #GameDev #Unity6 #UnityEngine #IndieDev

  26. #UnityTips reminder: For the most physically realistic collisions and friction in Unity, use Patch Friction Type + Improved Patch Friction.

    #Unity #Physics #GamePhysics #GameDev #Unity6 #UnityEngine #IndieDev

  27. ¡Directo cortísimo de experimentación!

    👉 twitch.tv/rafalagoon

    Vamos a experimentar con físicas... ¿podemos aplicar fuerzas para que la una bola/canica vaya con "efecto"? 🤔

    Ven a charlar, a trabajar juntos, a preguntar y a interactuar con el juego en el chat.

    #gamedev #godot #hechocongodot #madewithgodot #gamephysics

  28. ¡Directo cortísimo de experimentación!

    👉 twitch.tv/rafalagoon

    Vamos a experimentar con físicas... ¿podemos aplicar fuerzas para que la una bola/canica vaya con "efecto"? 🤔

    Ven a charlar, a trabajar juntos, a preguntar y a interactuar con el juego en el chat.

    #gamedev #godot #hechocongodot #madewithgodot #gamephysics

  29. ¡Directo cortísimo de experimentación!

    👉 twitch.tv/rafalagoon

    Vamos a experimentar con físicas... ¿podemos aplicar fuerzas para que la una bola/canica vaya con "efecto"? 🤔

    Ven a charlar, a trabajar juntos, a preguntar y a interactuar con el juego en el chat.

    #gamedev #godot #hechocongodot #madewithgodot #gamephysics

  30. ¡Directo cortísimo de experimentación!

    👉 twitch.tv/rafalagoon

    Vamos a experimentar con físicas... ¿podemos aplicar fuerzas para que la una bola/canica vaya con "efecto"? 🤔

    Ven a charlar, a trabajar juntos, a preguntar y a interactuar con el juego en el chat.

    #gamedev #godot #hechocongodot #madewithgodot #gamephysics

  31. ¡Directo cortísimo de experimentación!

    👉 twitch.tv/rafalagoon

    Vamos a experimentar con físicas... ¿podemos aplicar fuerzas para que la una bola/canica vaya con "efecto"? 🤔

    Ven a charlar, a trabajar juntos, a preguntar y a interactuar con el juego en el chat.

    #gamedev #godot #hechocongodot #madewithgodot #gamephysics

  32. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  33. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  34. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  35. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  36. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  37. 💡 #UnityTips: Make use of Unity's Physics.Raycast() function to detect collisions and interactions in your game world! 💥 Use it to create weapons, pick-ups, and more. #unity #unity3d #gamedev #gamephysics #IndieDev

  38. 💡 #UnityTips: Make use of Unity's Physics.Raycast() function to detect collisions and interactions in your game world! 💥 Use it to create weapons, pick-ups, and more. #unity #unity3d #gamedev #gamephysics #IndieDev

  39. Any other method (Rigidbody.velocity, Rigidbody.position, Rigidbody.MovePosition, or Transform.position) bypasses the physics solver’s internal integration and will very likely cause glitches and unstable collisions.

    discussions.unity.com/t/stop-m

    #UnityTips #IndieDev #GameDev #GamePhysics #Physics #Unity

  40. Any other method (Rigidbody.velocity, Rigidbody.position, Rigidbody.MovePosition, or Transform.position) bypasses the physics solver’s internal integration and will very likely cause glitches and unstable collisions.

    discussions.unity.com/t/stop-m

    #UnityTips #IndieDev #GameDev #GamePhysics #Physics #Unity

  41. Any other method (Rigidbody.velocity, Rigidbody.position, Rigidbody.MovePosition, or Transform.position) bypasses the physics solver’s internal integration and will very likely cause glitches and unstable collisions.

    discussions.unity.com/t/stop-m

    #UnityTips #IndieDev #GameDev #GamePhysics #Physics #Unity

  42. I'm deciding whether a mechanical animation system should be built on a current state plus deltas, or modeled against an absolute offsets.

    State plus delta is the easiest to model correctly but suffers from error accumulation, noise, and inability to jump to a given state.

    Absolute offsets (like the normal Unity animation rigging does) allows jumping directly to given states and can participate in constraints. It can also suffer from error accumulation and introduces modelling oddities.

    #unity #gamedev #gamephysics #indiedev

  43. I'm deciding whether a mechanical animation system should be built on a current state plus deltas, or modeled against an absolute offsets.

    State plus delta is the easiest to model correctly but suffers from error accumulation, noise, and inability to jump to a given state.

    Absolute offsets (like the normal Unity animation rigging does) allows jumping directly to given states and can participate in constraints. It can also suffer from error accumulation and introduces modelling oddities.

    #unity #gamedev #gamephysics #indiedev

  44. I'm deciding whether a mechanical animation system should be built on a current state plus deltas, or modeled against an absolute offsets.

    State plus delta is the easiest to model correctly but suffers from error accumulation, noise, and inability to jump to a given state.

    Absolute offsets (like the normal Unity animation rigging does) allows jumping directly to given states and can participate in constraints. It can also suffer from error accumulation and introduces modelling oddities.

    #unity #gamedev #gamephysics #indiedev

  45. I'm deciding whether a mechanical animation system should be built on a current state plus deltas, or modeled against an absolute offsets.

    State plus delta is the easiest to model correctly but suffers from error accumulation, noise, and inability to jump to a given state.

    Absolute offsets (like the normal Unity animation rigging does) allows jumping directly to given states and can participate in constraints. It can also suffer from error accumulation and introduces modelling oddities.

    #unity #gamedev #gamephysics #indiedev