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I agree with mostly everything Alan Wolfe said except the following : Since dealing with pairs at a time isn't going to give a global solution in one pass (a resolution to one overlap may make another overlap worse), multiple iterations are done until either there are no overlaps, or the maximum number of iterations has been reached. The system I ...


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The way that common physics engines work is that they deal with collision responses for each pair of colliding objects independently. In your case that means when the three circles are overlapping it would try to do something like push the circles apart in each colliding pair by just a little bit. Since dealing with pairs at a time isn't going to give a ...


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I think that the author is describing how to calculate a bounding sphere in a (rather poor, IMHO) roundabout way. I skimmed over the text you linked to and it doesn't make any sense to me, either. The basic concept of a bounding sphere is that the distance between the center of the object and any point on the sphere is always the same. So all you need to ...



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