Coder's Guild Mailing List

Re: vectors

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

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