Re: Speculative Contacts

Jon Watte <[email protected]> Fri, 1 Apr 2011 17:49:48 -0700
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
On Fri, Apr 1, 2011 at 1:41 AM, Jamie Fowlston <[email protected]> wrote:

> On 01/04/2011 04:00, Jon Watte wrote:
>


> > 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?
>
>

> nasty situations Just Worked with no special cases (Newton's cradle was
> a favourite).
>
>
That actually brings up another favorite topic: conservation of momentum
when it's a body/body collision instead of a body/world collision. That,
too, needs to be updated to use the "pre-removal" velocities for
calculation. In the end, what I got at the time was one step where the
objects were "touching," but the correct relative velocities/spins were
applied so that the next step, the right bounce/spin/movement happened.

Sincerely,

jw

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