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Omnimaga
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Axe
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Physics Based Collisions
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Topic: Physics Based Collisions (Read 11483 times)
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willrandship
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Insert sugar to begin programming subroutine.
Re: Physics Based Collisions
«
Reply #15 on:
September 10, 2011, 01:33:45 am »
It looks like the blocks don't all have the same densities...
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Builderboy
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Would you kindly?
Re: Physics Based Collisions
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Reply #16 on:
September 10, 2011, 03:05:24 am »
They all have the same density, rather, their different sizes mean they all have different masses
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willrandship
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Insert sugar to begin programming subroutine.
Re: Physics Based Collisions
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Reply #17 on:
September 11, 2011, 10:36:20 pm »
ok, so mass is based entirely on size? Makes sense.
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Builderboy
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Re: Physics Based Collisions
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Reply #18 on:
September 11, 2011, 10:45:30 pm »
Well actually mass is independent of size, but in that simulation I set all the masses such that they all have the same densities
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willrandship
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Insert sugar to begin programming subroutine.
Re: Physics Based Collisions
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Reply #19 on:
September 11, 2011, 10:46:24 pm »
Ah, so it does have different densities, but it's a variable dependent on the mass?
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Builderboy
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Re: Physics Based Collisions
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Reply #20 on:
September 11, 2011, 10:48:55 pm »
Each object has a specific variable for mass, which is independent of size or anything else. Density isn't an actual variable, its just a way I describe the objects relationship between size and mass.
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Darl181
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VGhlIEdhbWU=
Re: Physics Based Collisions
«
Reply #21 on:
September 11, 2011, 11:14:55 pm »
So you can make a 1pix*1pix object with 99 mass that you throw at a stationary block that takes up half the screen and has 1 mass and the larger object bounces around like a pinball. Fun
(Is zero mass possible? What's the max?)
«
Last Edit: September 11, 2011, 11:15:07 pm by Darl181
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Vy'o'us pleorsdti thl'e gjaemue
Builderboy
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Re: Physics Based Collisions
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Reply #22 on:
September 11, 2011, 11:15:29 pm »
Zero would cause some... problems
Max is around 24 or so before overflow errors start happening
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willrandship
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Insert sugar to begin programming subroutine.
Re: Physics Based Collisions
«
Reply #23 on:
September 14, 2011, 01:22:54 am »
hmm, would overflow errors cause it to reverse direction when hit (signed #) or simply slow down a lot? (in case of 1 var for direction, 1 for magnitude)
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Physics Based Collisions