Posted by Wuzzeb on 2001-01-07
> Date: Sat, 6 Jan 2001 18:26:27 -0600 > From: "Fox" <sfox@xxxxxxxxxx.xxxxxxxxxxx.xxx> > Subject: vectors > > Happy New Year....big deal, it looks and feels just > like the old year to me! You > call this the future??!! hahaha > > I know there has to be a way to represent velocity > vectors on the computer. I can > figure out how to construct a vector from an (x,y) > position, but getting them "tip to > tail" so I can collide two objects I can't figure > out. > > I want to get two objects (one of them can be > standing still, but usually both are > in motion) to respond properly when they collide. > How can I represent their > motions with vectors and get them to bounce off > eachother so it looks correct? > The objects have mass, BTW, and I think that is > somewhere in the math...it > wouldn't be a problem to include the masses of the > objects. > > But how do I represent vectors on the computer and > add/subtract them to get a > results of the collision of two vectors? Both > objects are going to bounce off > eachother, how can this be done properly? I'm not > after 100% precision, but I at > least want it to look right 98% of the time. > > Perhaps directions to code already written, or a > tutorial, or something like that? > Thanks. First, check out www.gamedev.net specificly, http://www.gamedev.net/reference/list.asp?categoryid=28 It has information about everything involved with game programming. Some other collision related sites http://www.peroxide.dk/tutorials/tut10/pxdtut10.html http://www.flipcode.com/cgi-bin/n_archives.cgi?latest=92&searchstring=collis http://www.win.tue.nl/cs/tt/gino/solid/ Hope this helps __________________________________________________ Do You Yahoo!? Yahoo! Photos - Share your holiday photos online! http://photos.yahoo.com/
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