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 ------------------------------------------------------------------------------ Create and publish websites with WebMatrix Use the most popular FREE web apps or write code yourself; WebMatrix provides all the features you need to develop and publish your website. http://p.sf.net/sfu/ms-webmatrix-sf _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list