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  Multiple collisions handling  (Read 2961 times)
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Offline Max Pesce

Junior Duke




Nil tam arduum quod non ingenio vincas


« Posted 2003-06-23 16:51:12 »

Hi

I'm getting my physic engine better and faster, and now I'm trying to implement better collisions.
Now I check for collisions and for each I apply an impulse to stop the object in that direction.
I apply impulses in a serial way: COLLISION->IMPULSE, COLLISION->IMPULSE...
No matter how many collision points there are in a single frame.

But making tests I've discovered that the order I process collision points (also in the same situation) make difference!
I've understood why this appens (one impulse influences the next) and I want fix this.

Anyone knows how to handle multiple collisions in a one frame???
There is some site about this topic?

Many Thanks

Offline nickdotjava

Junior Duke




I have fallen to the dark side.  I'm using DX9


« Reply #1 - Posted 2003-06-23 17:11:22 »

I'm not sure how much this will help...  But how about checking for how many collisions there are before actually acting on any of them?  Although I don't really have an engine, and the physics is just built into the game, that's how I handle it and the collisions behave correctly.

-Nick

"Oh ya, that's trivial.  I should have it done in an hour."
Offline leknor

Junior Duke




ROCK!!!


« Reply #2 - Posted 2003-06-23 22:06:16 »

Found via http://flipcode.com/ : Creating a Fast and Stable 2D Pixel Perfect Rigid-Body Simulation using Verlet Integration.

I haven't read it, but I figured it may be useful to you.

And here are some articles that have been linked many times: http://www.d6.com/users/checker/dynamics.htm
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Offline Max Pesce

Junior Duke




Nil tam arduum quod non ingenio vincas


« Reply #3 - Posted 2003-06-24 06:02:32 »


I can check collisions (3D) and I now how to response...

I can also check all collisions first and then create impulses...
but if I apply impulses in sequence there's no difference!

I think I must combine all the impulses and then apply all in the same moment...
because the sequencial way seems too simple for complicated object such a car.

Verlet integrator is great and works with points and strings, but my engine is based on rigid bodies, and for this it is much similar to Chris Hecker's one.

thanks


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