Collision with help of vectors...
I am planning to make a simple biljardgame, once I have got a bit of time. But I want to make the collisions as realistic as possible. So how do I use vectors to calculate what the new routes will be after a collision?
I believe the book Physics for Game Developers has what you''re looking for.
But I can''t repeat the formula here. I don''t think it''s quite as simple as trading velocity components in the collision.
I found this searching the net, too:
Billiard Collision
But I can''t repeat the formula here. I don''t think it''s quite as simple as trading velocity components in the collision.
I found this searching the net, too:
Billiard Collision
It's not what you're taught, it's what you learn.
There are one or two articles that deal specifically with this available at gamasutra.com.
March 13, 2002 08:23 PM
this site is great:
http://www.d6.com/users/checker/dynamics.htm
check out the formula at the end of the third pdf, solves all your problems.
http://www.d6.com/users/checker/dynamics.htm
check out the formula at the end of the third pdf, solves all your problems.
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