Discussion about math, puzzles, games and fun. Useful symbols: ÷ × ½ √ ∞ ≠ ≤ ≥ ≈ ⇒ ± ∈ Δ θ ∴ ∑ ∫ • π ƒ -¹ ² ³ °
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You are not logged in. #1 2007-11-17 10:07:47
handling collisions in 2dGah... i'm confounded. Last edited by mikau (2007-11-17 10:09:06) A logarithm is just a misspelled algorithm. #2 2007-11-17 10:20:11
Re: handling collisions in 2dtheres generally two ways that physics engines are built: The Beginning Of All Things To End. The End Of All Things To Come. #3 2007-11-17 10:29:24
Re: handling collisions in 2dthanks for the quick response, luca. I feel a little clever for coming up with the binary search method already. (horray for me!) but the second method you describe, I'm a little fuzzy on that explanation. A logarithm is just a misspelled algorithm. #4 2007-11-17 10:32:56
Re: handling collisions in 2dyes, you use seperating axis theorem for the penetration method. The Beginning Of All Things To End. The End Of All Things To Come. |