See this question: Threejs Transform Matrix ordering  I'm drawing the orbits of the planets and having problem with changing inertial reference frames (I chose to align the three.js world coordinates with the viewed planet's inertial referenc...
I am working on this browser-based experiment where i am given N specific circles (let's say they have a unique picture in them) and need to position them together, leaving as little space between them as possible. It doesn't have to be arran...
I am building a small web based game, using html 5. I need my game to work according to some simple physics. Can you recommend from first hand of any  jquery \ js physics engine?  Thank you...
So, I am working on teaching myself Canvas (HTML5) and have most of a simple game engine coded up. It is a 2d representation of a space scene (planets, stars, celestial bodies, etc). My default "Sprite" class has a frame listener like such:...
I know HTML5 canvas fairly well, I know the basics and animation using loops etc.  Demo I'm working with: (click to make shapes) http://henry.brown.name/experiments/box2d/example-canvas.html  What I'm not very familiar with is Box2D. I'm...
I am having a go at building a game in html canvas. It's a Air Hockey game and I have got pretty far though it. There are three circles in the game, the disc which is hit and the two controllers(used to hit the disc/circle).   I've got the di...
I am writing a game in Javascript, Canvas, HTML5, and I just found a big problem, related to advanced maths. The game is in flat 2D, so you see the world from over. That means there is no gravity, only friction.  CODE:  var friction = 0.97  var targe...
Is there any way to integrate softbody physics with WebGL or threejs? Could I integrate for example PhysX engine somehow?   I need to move a 3d rigid body within a 3d soft body and have the soft body deform in response. The soft body would ideally ha...
I'm trying to 'simulate' gravitational forces on particles as they move towards a 'focal' point. Practically speaking, I am trying to modify the following code so that the particles are pulled slightly off-course by the orange nod...
I just learned that any particle of a rigid body when viewed from another particle's reference frame (of the same body) performs only circular motion, no matter what chaotic path the body is following! So I tried to simulate the same.  I created...

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