sphere collision detection problem..

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sphere collision detection problem..

Postby erok » Mon Jan 26, 2004 2:50 am

Alright.. so here it goes..

in this game i'm building, it sort of plays like the "labyrinth" game where you tilt a board over the x and z axis to move the ball along avoiding holes.. in my version there is multiple balls.

For now i have the board and its tilting functionality all done..
I also have the ball movement and the collision detection with the board edges.

I've spent a long time now on the spherical collision detection and have tried many different ways..

I can get it almost perfect but It always comes down to the same problem no matter what technique of calculating the reaction.

-> If the board leans towards a corner.. all the balls converge to it and instead of bouncing off.. they eventually merge together.


I can send you the file if you wish to see for yourself -> not sure how clear I am right now its pretty late and i been working on this for too long :)

Im just hoping somebody has dealt with a similar problem as this one before and can help me out!
erok
 
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Location: ottawa

Postby MXP » Mon Jan 26, 2004 11:46 pm

How are you calculating the collisions now? This might help out as well.
Need information on a function I've posted? Chances are it's at the MSDN.
MXP
 
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Postby erok » Tue Jan 27, 2004 1:53 am

yeah.. detecting the collision isnt the problem really. I've checked it out and the collisions are always triggered correctly.. its the physics to reacting to the collision that get messed up when all of balls are say.. in a corner.

http://www.cc.gatech.edu/classes/AY2001 ... 4text.html

im using that technique for ball to ball collision now.. but seems i've treid every technique out there... and yes I did look through google before resorting to the forums ! :)
erok
 
Posts: 7
Joined: Sat Jan 24, 2004 5:59 pm
Location: ottawa


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