Discussion about math, puzzles, games and fun. Useful symbols: ÷ × ½ √ ∞ ≠ ≤ ≥ ≈ ⇒ ± ∈ Δ θ ∴ ∑ ∫ • π ƒ ¹ ² ³ °
 

You are not logged in. #1 20071117 10:07:47
handling collisions in 2dGah... i'm confounded. Last edited by mikau (20071117 10:09:06) A logarithm is just a misspelled algorithm. #2 20071117 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 20071117 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 20071117 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. 