Author Topic: Physics Based Collisions  (Read 11483 times)

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Offline willrandship

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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...O.O

Offline Builderboy

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Re: Physics Based Collisions
« 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 :)

Offline willrandship

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Re: Physics Based Collisions
« Reply #17 on: September 11, 2011, 10:36:20 pm »
ok, so mass is based entirely on size? Makes sense.

Offline Builderboy

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Re: Physics Based Collisions
« 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

Offline willrandship

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Re: Physics Based Collisions
« 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?

Offline Builderboy

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Re: Physics Based Collisions
« 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.

Offline Darl181

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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 ;D

(Is zero mass possible?  What's the max?)
« Last Edit: September 11, 2011, 11:15:07 pm by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline Builderboy

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Re: Physics Based Collisions
« Reply #22 on: September 11, 2011, 11:15:29 pm »
Zero would cause some... problems :P Max is around 24 or so before overflow errors start happening

Offline willrandship

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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)