Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
TI Calculators
»
Axe
(Moderator:
Runer112
) »
Physics Based Collisions
« previous
next »
Print
Pages:
1
[
2
]
Go Down
Author
Topic: Physics Based Collisions (Read 11484 times)
0 Members and 1 Guest are viewing this topic.
willrandship
Omnimagus of the Multi-Base.
LV11
Super Veteran (Next: 3000)
Posts: 2953
Rating: +98/-13
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...
Logged
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
Would you kindly?
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
Logged
willrandship
Omnimagus of the Multi-Base.
LV11
Super Veteran (Next: 3000)
Posts: 2953
Rating: +98/-13
Insert sugar to begin programming subroutine.
Re: Physics Based Collisions
«
Reply #17 on:
September 11, 2011, 10:36:20 pm »
ok, so mass is based entirely on size? Makes sense.
Logged
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
Would you kindly?
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
Logged
willrandship
Omnimagus of the Multi-Base.
LV11
Super Veteran (Next: 3000)
Posts: 2953
Rating: +98/-13
Insert sugar to begin programming subroutine.
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?
Logged
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
Would you kindly?
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.
Logged
Darl181
«Yo buddy, you still alive?»
CoT Emeritus
LV12
Extreme Poster (Next: 5000)
Posts: 3408
Rating: +305/-13
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
»
Logged
Vy'o'us pleorsdti thl'e gjaemue
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
Would you kindly?
Re: Physics Based Collisions
«
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
Logged
willrandship
Omnimagus of the Multi-Base.
LV11
Super Veteran (Next: 3000)
Posts: 2953
Rating: +98/-13
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)
Logged
Print
Pages:
1
[
2
]
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
TI Calculators
»
Axe
(Moderator:
Runer112
) »
Physics Based Collisions