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1

I believe the simpler way would be to find the collision between the ray caster from the center of the bubble to two imaginary walls which are 1: left wall moved to the right by the radius of the bubble and 2: right wall moved to the left by the radius of the bubble. The point where this ray (center of the bubble) hits any of the two imaginary walls will ...


2

Solution for 2D vectors: Vector2 AB = B - A; // Vector from A to B Vector2 A0 = r * AB.normalized; // Vector from A to 0° Vector2 A90 = new Vector2(A0.y, -A0.x); // Vector from A to 90° Vector2 P = A + Sin(alpha) * A90 + Cos(alpha) * A0; // Coordinate of arbitrary point on a circle For arbitrary 3D vectors A and B in 3D space you need coordinates of ...


0

If you don't need a strictly physics based solution, bias and gain can be great for giving a nice organic (accel / decel) feel to a simple linear interpolation. http://blog.demofox.org/2012/09/24/bias-and-gain-are-your-friend/ http://demofox.org/biasgain.html


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You could try setting a threshold from the target, and multiplying the object's speed by distance / threshold: acceleration = distance / threshold if (acceleration <= 1) { speed *= acceleration; } Here's an interactive example I threw together quickly: https://dl.dropboxusercontent.com/u/38185080/Flash/Examples/Deceleration.swf Checking gradual ...


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Adapted from this page, which was linked in Eric Lengyel's paper. Given a view matrix, projection matrix, and a point and a normal for the desired plane, it produces the right projection matrix. rplane plane; D3DXPlaneFromPointNormal(&plane, &p, &normal); D3DXMATRIX matClipProj, WorldToProjection; WorldToProjection = matView * matProjection; ...


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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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