Timeline for Ball bouncing at a certain angle and efficiency computations [closed]
Current License: CC BY-SA 3.0
10 events
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Mar 12, 2014 at 14:55 | history | closed |
Anko Seth Battin House |
Not suitable for this site | |
Mar 10, 2014 at 23:41 | review | Close votes | |||
Mar 12, 2014 at 15:00 | |||||
Dec 15, 2012 at 14:17 | comment | added | Anko | So much code. I'd like to help, but I don't want to read all of that. Can you condense your problem? | |
Aug 17, 2012 at 13:40 | comment | added | Mikael Högström | I can't see any check of closing velocity which might give you a reported collision after you handled the first one, bouncing back making the first collision seem like it never happened and so on. Secondly, I've never done SAT in 2D but I would imagine that the test against vertices would be a separate test. Your current version of checking if you have a zero overlap in an axis seems a little unstable... | |
Aug 17, 2012 at 10:13 | history | edited | X Y | CC BY-SA 3.0 |
added 2484 characters in body
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Aug 14, 2012 at 10:40 | comment | added | X Y | thank you! i'll take a look and come back with any changes. Also, the first link doesn't seem to work | |
Aug 14, 2012 at 10:37 | answer | added | Mikael Högström | timeline score: 0 | |
Aug 14, 2012 at 10:07 | comment | added | Sidar | gamedev.stackexchange.com/questions/30780/… | |
Aug 14, 2012 at 9:58 | comment | added | Sidar | Find the components first and then refelect it to your own needs. zonalandeducation.com/mstm/physics/mechanics/vectors/… . Sometimes a vector class contains a reflect method and does the calculations for you. perhaps this will help too gamedev.stackexchange.com/questions/13756/angle-of-reflection . You can basically check if the incoming vector is greater than a certain angle and snap it back and then perform the reflection. | |
Aug 14, 2012 at 9:33 | history | asked | X Y | CC BY-SA 3.0 |