Re: Speculative Contacts

Jon Watte <[email protected]> Thu, 31 Mar 2011 20:00:32 -0700
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
This is pretty cool! Thanks for sharing.

What I've found when doing the "remove velocity" thing in the past (sweeping
spheres against trimeshes, mostly), is that the amount of bounce you get (if
you have >0 restitution) varies randomly. The reason being that "almost all"
versus "almost none" of the velocity will be removed for any given timestep,
depending on how soon within the timestep the object will intersect the
target.
It's possible to hack with things like "assumed velocity" being remembered
at the beginning of the time step -- do you have any thoughts on possibly
better solutions?
(There's also the discontinuity in motion from removing a random amount of
time, but as you say -- you gotta stop somewhere ;-)

Sincerely,

jw


--
Americans might object: there is no way we would sacrifice our living
standards for the benefit of people in the rest of the world. Nevertheless,
whether we get there willingly or not, we shall soon have lower consumption
rates, because our present rates are unsustainable.



On Mon, Mar 28, 2011 at 12:27 PM, Paul Firth <[email protected]> wrote:

> Hi guys,
>
> Just thought i'd post this here in case you've not already seen the
> article in the thread on gamdev.net:
>
>
> http://www.wildbunny.co.uk/blog/2011/03/25/speculative-contacts-an-continuous-collision-engine-approach-part-1/
>
> Its my blog post on a new collision detection technique as seen in
> games such as Little Big Planet...
>
> Hope you enjoy it :)
>
> Cheers, Paul.
>
> --
> Paul Firth
> http://www.wildbunny.co.uk
> http://www.facebook.com/WildbunnyLtd
> email: [email protected]
>
>
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