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2D Velocity Damping

Open ducharmemp opened this issue 5 years ago • 1 comments

Follow-up of our discussion on discord:

I'm making a top-down 2d tile game, which requires basic collisions and movement mechanics. When a kinematic/dynamic object collides with another dynamic object, since there is no "ground" per se, the objects will travel indefinitely with constant velocity. Applying friction is a pretty simple matter of looping over all of the colliders in the world, but getting the friction right with respect to the material and mass isn't as easy in a way that isn't fragile.

ducharmemp avatar Mar 12 '19 01:03 ducharmemp

Agreed. For a top-down 2d game the loss of velocity is very important. Depending on the type of the game it can be surface friction or aero/hydrodynamic drag.

It is also worth noting that all these types of friction are anisotropic - in the case of a top-down simulated car, the latitudinal friction (dry friction) is much higher than longitudinal (rolling resistance).

frcr avatar May 07 '19 20:05 frcr