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Collision Response

Started by NihilisticMystick Apr 30, 2004 at 12:50 AM 1 replies 350+ views
Original Post
NihilisticMystick
NihilisticMystick
Ok, so, i''ve taken physics, and done alot of reading and figuring things out and im pretty sure i understand how to make things respond to collisions, my problem is that I can''t seem to find a good tutorial or explanation on how to get the collision conditions in the first place, and how to deal effectively with errors. For instance in particular how to find the exact time in between frames of the collision and for how long the objects will be in contact. Also complex physical systems have me somewhat baffled, like for instance lets say object A hits objec b which is currently resting against an object C, things such as that. Anyway, all im asking for is pointer in the way of a tutorial or paper that explains all of this fairly well, because i can''t seem to find one. Thank you.
owl
owl
There is currently a thread in the active topics page that links to a Gamasutra article about pool game physics. The thread is called "pool something".

It may help.
[size="2"]I like the Walrus best.
OmniBrain
OmniBrain
this is the mentioned thread

Actually finding the correct time of collision is really hard, as objects don't move constant over time slices.
What I've done in our physics simulation to make things easier is to split a frame into one or more small time slices (20 milisecs actually) and asume constant moving speed over this time slice.
Using this simplification you can calculate the "exact" (due to the simoplification not really exact) time a collision is happening and now use this timestamp to handle the collision.
I was sceptical about the results before I saw it running, but finally it looks fine enough.


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The scheduled downtime is omitted cause of technical problems.

[edited by - OmniBrain on April 30, 2004 2:08:16 AM]
-----The scheduled downtime is omitted cause of technical problems.

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