Timeline for Triangular Mesh Collision/ Resolution
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 28, 2014 at 16:54 | vote | accept | flakes | ||
| Nov 28, 2014 at 16:54 | comment | added | flakes | Sorry, I've had a lot of people so far just saying to use a library, which isn't very helpful! :p This looks awesome though! Hopefully I can dig into these tutorials on Sunday! | |
| Nov 28, 2014 at 16:28 | comment | added | rioki | If you want realistic collisions you need to implement fully functional rigid body physics, taking inertia into account. A good resource for this is Gaffer on Games' Game Physics If you want to fake it, you take the surface normal and push them apart (a's normal pushes b and b's normal pushes a). If you have multiple collisions you average the forces into one. P.S. I understood that you want to build a physics engine for educational purposes, that is why I wrote such a long post. | |
| Nov 27, 2014 at 13:43 | comment | added | flakes | I'm not using an existing library mainly for my own educational purposes, and I thought it'd be a really cool challenge! Could you dive a little further into "you apply a force along surface normal to separate the two again". Say one object's corner hits at the corner of another. The overlap here gets three normals applied? What if it overlaps multiple objects at once? | |
| Nov 27, 2014 at 9:39 | history | answered | rioki | CC BY-SA 3.0 |