#gamephysics — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #gamephysics, aggregated by home.social.
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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
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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
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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
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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
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🚗 Build better vehicle feel for the price of a coffee ☕️: EVP is $3.60 on Unity Asset Store for a limited time.
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
Music: Firing Up by Maniac of Noise — CC BY 4.0
#Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving
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🚗 Build better vehicle feel for the price of a coffee ☕️: EVP is $3.60 on Unity Asset Store for a limited time.
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
Music: Firing Up by Maniac of Noise — CC BY 4.0
#Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving
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🚗 Build better vehicle feel for the price of a coffee ☕️: EVP is $3.60 on Unity Asset Store for a limited time.
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
Music: Firing Up by Maniac of Noise — CC BY 4.0
#Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving
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🚗 Build better vehicle feel for the price of a coffee ☕️: EVP is $3.60 on Unity Asset Store for a limited time.
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
Music: Firing Up by Maniac of Noise — CC BY 4.0
#Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving
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🚗 Build better vehicle feel for the price of a coffee ☕️: EVP is $3.60 on Unity Asset Store for a limited time.
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
Music: Firing Up by Maniac of Noise — CC BY 4.0
#Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving
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💡 #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
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💡 #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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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#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
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#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
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#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
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#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
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#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
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¡Directo cortísimo de experimentación!
👉 https://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.
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¡Directo cortísimo de experimentación!
👉 https://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.
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¡Directo cortísimo de experimentación!
👉 https://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.
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¡Directo cortísimo de experimentación!
👉 https://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.
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¡Directo cortísimo de experimentación!
👉 https://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.
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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
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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
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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
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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
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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
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💡 #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
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💡 #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
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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.
https://discussions.unity.com/t/stop-my-player-to-fall-under-the-ground-on-high-slopes/1580706
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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.
https://discussions.unity.com/t/stop-my-player-to-fall-under-the-ground-on-high-slopes/1580706
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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.
https://discussions.unity.com/t/stop-my-player-to-fall-under-the-ground-on-high-slopes/1580706
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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.
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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.
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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.
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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.
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Unity AssetStore annual New Year Sale is live! We’re participating with 50% off on Edy’s Vehicle Physics 🎉
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
Music: Firing Up by Maniac of Noise — CC BY 4.0 Source: https://www.youtube.com/watch?v=b2VAxkiVkMQ
#Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving
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Unity AssetStore annual New Year Sale is live! We’re participating with 50% off on Edy’s Vehicle Physics 🎉
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
Music: Firing Up by Maniac of Noise — CC BY 4.0 Source: https://www.youtube.com/watch?v=b2VAxkiVkMQ
#Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving
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Unity AssetStore annual New Year Sale is live! We’re participating with 50% off on Edy’s Vehicle Physics 🎉
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
Music: Firing Up by Maniac of Noise — CC BY 4.0 Source: https://www.youtube.com/watch?v=b2VAxkiVkMQ
#Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving
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Quite an interesting concept for an open-world indie game. And yes, the vehicles are powered by Vehicle Physics Pro 😉
https://www.youtube.com/watch?v=mgiD-05g728
#Unity #MadeWithUnity #URP #IndieDev #GameDev #Showcase #ScreenshotSaturday #GamePhysics #Driving
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Quite an interesting concept for an open-world indie game. And yes, the vehicles are powered by Vehicle Physics Pro 😉
https://www.youtube.com/watch?v=mgiD-05g728
#Unity #MadeWithUnity #URP #IndieDev #GameDev #Showcase #ScreenshotSaturday #GamePhysics #Driving