brick wall physics

Hi everyone

I am making a game and part of it is to build a brick/stone wall. My question is this. Can someone maybe give me an example/link how I can calculate the pressure applied onto each brick in the wall. Some bricks will be weaker material and must explode when the overall pressure applied onto is too much. It is a cartoon style game so it doesnt have to be a scientific masterpiece, as long as it does the job it is suppose to and works well under gameplay.

Thanks

bump

How do you build the wall? And do you have a constant pressure on it, or are you rather looking for the force applied upon collision with objects?

Anyways is there anything wrong with the basic formula for pressure: P = F / A.

BFG

I was thinking to just let the player drag and drop the bricks (rigidbody cubes) into position. The bricks are made of different strengths of materials and weight, eg clay, stone and rocks or whatever going from lighter to heavier. Now if the player places stone bricks on top and clay bricks at the bottom, the clay bricks should break after some time and the structure will collapse.

Anyways is there anything wrong with the basic formula for pressure: P = F / A

I could use that but I am not sure how would I determine the force onto a given brick if another one is placed halveways on top of it. Please see image

Hope that answers your question?

1255091--54656--$bricks.jpg

If bricks are set within a grid. Meaning, that they snap I to place you could do a simple thing in my mind .it would require knowing what each bricks, in wall, material and position is. It would be known by a single manager, what the pressure is on each brick by calculating the stack of brick above it.

Ex. Each column knows what exactly what bricks are in it. This column could be a single plane trigger. In your diagram, it would represent one vertical line. As a brick is placed. The column manager marks, brick placed on layer 0, brick is this type (clay). Store that info.

Now, another brick is (eventually) placed above it. Since this is layer 1, an odd number, we know it is off to one side. We mark this bricks type, and apply half of this bricks type pressure to the brick below.

Another brick is placed on layer 1, to fill the other half. Again, half its pressure is added to brick below.

This would be the cycle. Each brick would know the amount of pressure being applied to it, and when to explode, if at all. The trick I think is tho, is this would only work if the bricks snap into place.

renman

First price will be not to do it by grid. I find it quite frustrating that Unity does not provide us with any means of measuring this, something in the line of CollisionSum or watever.Problem is force applied onto each brick wont work, because when a brock stands still in a wall the total resultant force on that brick is zero, correct? I would like to give the user the option of creating a dynamic wall and thus also testing if they actually place the bricks cleverly. Mmm, let me chew on this a bit more.

Thanks for the help so far though, always appreciated

Hello, chubbspet

Have you been able to solve this issue?. I have a similar problem in my game where i try to destroy a crate when a certain amount of force is applied over it.

Currently i´m using the formula F = m*a, which work most of the time, but the problem comes when the force applied to the crate is from a group of piled objects and in the collision i have only the information of the objects touching the crate.

Another problem is when there are already piled objects over the crate and another object collides above them. In this case the collider function of the crate will not trigger since the collision is not happening directly on the crate.

As you said, it´s frustrating that Unity doesn´t provide information of the sum of forces over an object at a certain time.

Regards.

Sorry man, we went for a different type of game-play for this game that doesn’t require this. I would still like to know how this can work though since I might need it again soon…