collision

Collision between multiple objects

假如想象 提交于 2019-12-05 17:56:18
I'm writing a simple physics system for fun, and I've run into a problem that has me stuck. The basic algorithm now is: Move an object Check for collisions If there was a collision Move the object the minimum distance to resolve the collision. Adjust the velocity based on the normals, masses, etc I have one moving body moving toward two, static, massless, bodies. The moving object is translated in one step to collide with one of the bodies. I respond by finding the smallest distance I can move so that they are no longer colliding. In this case, that means moving the dynamic body straight down.

2d Ball Collision Problem: no conservation of energy

爷,独闯天下 提交于 2019-12-05 12:50:55
I am trying to write a simple physics simulation where balls with varying radii and masses bounce around in a perfectly elastic and frictionless environment. I wrote my own code following this resource: http://www.vobarian.com/collisions/2dcollisions2.pdf and I also tested the code from here: Ball to Ball Collision - Detection and Handling QUESTION EDITED With the help of Rick Goldstein and Ralph, I have gotten my code to work (there was a typo..). Thanks so much for you help. However I am still confused as to why the other algorithm isn't working for me. The balls bounce off in the correct

Collision detection in a 2D maze with thick walls

99封情书 提交于 2019-12-05 11:47:51
I have to make a game with Windows Forms for school. My game consists of a user having to get through a maze. I'm trying to prevent my user from going straight through the walls using collision detection, but am getting stuck because of the varying shape of the rectangles being used to represent walls. Here's an image of the game. This question may be similar to this one , however with my movement I believe that it is quite different, as I don't have a grid system or graphical map laid out. As you can see, the walls are fairly thick. Each wall is represented by a C# Rectangle, as is my Player

How to fix circle and rectangle overlap in collision response?

╄→гoц情女王★ 提交于 2019-12-05 10:44:12
问题 Since in the digital world a real collision almost never happens, we will always have a situation where the "colliding" circle overlaps the rectangle. How to put back the circle in the situation where it collides perfectly with the rectangle without overlap? Suppose that the rectangle is stopped (null velocity) and axis-aligned. I would solve this problem with a posteriori approach (in two dimensions). In short I have to solve this equation for t : Where: is a number that answers to the

MD5 collision for known input

断了今生、忘了曾经 提交于 2019-12-05 06:40:52
Is it possible to create a MD5 collision based on a known input value? So for example I have input string abc with MD5 900150983cd24fb0d6963f7d28e17f72 . Now I want to add bytes to string def to get the same MD5 900150983cd24fb0d6963f7d28e17f72 . (I know this is possible by bruteforcing and waiting a long time; I want to know if there is a more efficient way in doing this) mata Unitl now no algorithm has been discovered that allows you to find a matching input that will generate a given md5 hash. What has been proven is that you can create md5 collisions quite easily, for example with what is

Javascript canvas collision side detection

拥有回忆 提交于 2019-12-04 23:58:28
问题 Hey i'm trying to get the side with which the two objects in the canvas collide. Here's what i'm using for collision detection, but it only checks for a collision, without a specific side. Where o1 and o2 are objects taht have properties: x - position on the X axis y - position on the Y axis w - the width of the rectangle h - the height of the rectangle var collidesWith = function (o2) { var o1 = this; if ((o1.y + o1.h) < o2.y) { return 0; } if (o1.y > (o2.y + o2.h)) { return 0; } if ((o1.x +

Finding the intersection of two 3D polygons

霸气de小男生 提交于 2019-12-04 23:54:27
a.k.a. Polygon clipping algorithm in 3D a.k.a. Finding the collision manifold between 2 colliding polygons Most algorithms for polygon clipping are described in detail for 2D and described as being extendable to 3D but without details. For example the sutherland-hodgman clipping algorithm Having been unable to find any 3D implementations or pseudo code on the internet I am now asking here (and attempting to answer my own question) The algorithm would take two shapes such as those shown below: And would output the intersection of the two shapes as shown below: Note that although the Sutherland

Sprite Kit collisions for multiple collisions

心不动则不痛 提交于 2019-12-04 18:40:36
I have looked, and have found answers for single collisions, but I am looking for a way to detect more than one type of collision. I am making a game where there are 3 collisions I would like. The user plane colliding with enemy bullets, the user's bullet colliding with the enemy plane (which i have working already), and the enemy bullet and user bullet colliding. I have all the categoryBitMask and contactTestBitMask set up and correct. Here is my delegate method. - (void) didBeginContact:(SKPhysicsContact *)contact { SKPhysicsBody *firstBody, *secondBody; if (contact.bodyA.categoryBitMask <

Solving a cubic to find nearest point on a curve to a point

蹲街弑〆低调 提交于 2019-12-04 13:01:51
Ok, I have a projectile that has its position defined such that: a.x = initialX + initialDX * time; a.y = initialY + initialDY * time + 0.5 * gravtiy * time^2; I want to be able to predict which obstacles in my environment this projectile will collide with. I plan on checking the distance from A the closest point on the curve to the point P . I figure that at the point A the tangent to the curve will be perpendicular to the vector AP , and that the tangent to the curve at A will simply be the velocity V of the projectile at that point. AP dot V = 0 ap.x = initialX + initialDX * time - p.x; ap

Time Corrected Verlet Integration and too big timesteps

耗尽温柔 提交于 2019-12-04 10:25:50
i use a Time Corrected Verlet Integration found here: http://www.gamedev.net/page/resources/_/technical/math-and-physics/a-simple-time-corrected-verlet-integration-method-r2200 But when my ball is on a wall (horizontal wall, ball upon it and the acceleration is directed down) for a some time, my game cannot recognize the collision in the right way and the ball goes down. If I put a fixed cap to deltatime like 1/60 it seems to work. I think the problem are too big timesteps. But the time corrected verlet integration is done to avoid too big timesteps, it is right? If yes, why I need the time