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 Collision and then what??  (Read 1066 times) 0 Members and 1 Guest are viewing this topic.
Middy

Junior Devvie

Java games rock!

 « Posted 2004-06-10 15:27:12 »

So I got my collision detection working (using spheres). Now I need to figure out what todo with my collided objects.

The game is in space and the collided objects are ships versus ship or ship versus stationary objects.

I am not aiming for realistic effects. just an effect. The ganme should be fast paced. So endless spinning is probably not where I want togo.

Any ideas, experiences?..

When do I get my makeMyGameAsILike() extension?
Middy

Junior Devvie

Java games rock!

 « Reply #1 - Posted 2004-06-11 07:41:06 »

NM found an algorithm at NEHE lesson 30

 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25  26  27  28  29  30  31  32  33  34  35  36  37  38  39  40  41  42  43  44  45  46  47  48  49  50  51  52  53  54  55  56  57  58  59  60  61  62  63  64  65  66  67  68  69  70  71 `/*** Bounce Strategy found at NEHE* http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=30* Does not take mass into acccount* In More Detail:** a) Find X_Axis** X_Axis = (center2 - center1);* Unify X_Axis, X_Axis.unit();** b) Find Projections** U1x= X_Axis * (X_Axis dot U1)* U1y= U1 - U1x* U2x =-X_Axis * (-X_Axis dot U2)* U2y =U2 - U2x** c) Find New Velocities** (U1x * M1)+(U2x*M2)-(U1x-U2x)*M2* V1x= --------------------------------* M1+M2* (U1x * M1)+(U2x*M2)-(U2x-U1x)*M1* V2x= --------------------------------* M1+M2** In our application we set the M1=M2=1, so the equations get even simpler.** d) Find The Final Velocities** V1y=U1y* V2y=U2y* V1=V1x+V1y* V2=V2x+V2y** The derivation of that equations has a lot of work, but once they are in a form like the above they can be used quite easily. The code which does the actual collision response is:*/      public void calcbounce(FlightIntersector A, FlightIntersector B) {            Vector3 pb1,pb2,xaxis,U1x,U1y,U2x,U2y,V1x,V1y,V2x,V2y;            float a,b;            pb1=A.get_boundingSphere().get_center();                  // Find Position Of Ball1            pb2=B.get_boundingSphere().get_center();                  // Find Position Of Ball2                                                      xaxis = Vector3.subtract(pb2,pb1,null);                   // Find X-Axis            xaxis.normalize();                        a = Vector3.dot(xaxis,A.get_velocity());                                          // Find Projection            U1x=xaxis.multiplythis(a,null);                                    // Find Projected Vectors            U1y=Vector3.subtract(pb1,U1x,null);            xaxis=Vector3.subtract(pb1,pb2,null);                        // Do The Same As Above            xaxis.normalize();                        b=Vector3.dot(xaxis,pb2);                                          // To Find Projection            U2x=xaxis.multiplythis(b,null);                                    // Vectors For The Other Ball            U2y=Vector3.subtract(pb2,U2x,null);                        //(U1x+U2x-(U1x-U2x))*0.5;                  V1x=Vector3.multiply(0.5f,Vector3.subtract(Vector3.add(U1x,U2x,null),Vector3.subtract(U1x,U2x,null),null));// Now Find New Velocities                                    //V2x=(U1x+U2x-(U2x-U1x))*0.5;            V2x=Vector3.multiply(0.5f,Vector3.subtract(Vector3.add(U1x,U2x,null),Vector3.subtract(U2x,U1x,null),null));                         V1y=U1y;             V2y=U2y;            A.set_velocity(Vector3.add(V1x,V1y,null));            B.set_velocity(Vector3.add(V2x,V2y,null));      }}`

When do I get my makeMyGameAsILike() extension?
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