This is an archive of a previous version of Sodarace.

Please visit http://sodarace.net for the latest version.

forum  |  »» sodaplay
 
»» forums 

subject: Any thoughts on collision detection?

7 replies on 1 page. most recent reply: 21-Mar-07 09:51 by guest

»» back to topic list  

This topic has 7 replies on 1 page
»» previous topic   »» next topic  


XskewlgluX

»» models

Any thoughts on collision detection?   posted: 09-May-02 03:28   »» 
This post regards both SodaRace and general Soda Constructor fun... so, without further ado:

I've marveled at the idea of collision detection in SodaConstructor for some time now. I've imagined many new things that could be possible if the user had the ability to set collision detection among certain masses. Now it fially seems as if it could be a possibility.

Ed, is the collision detection you plan to implement with the terrain (or any method you use to prevent the model from "falling through" the terrain) applicable to masses and springs, as well?

If collision detection between masses and springs was possible in SodaPlay, the diversity and creativity of the models produced would increase ten-fold. For example, collision detection would allow such things as: gears that actyally turn one another, teamwork among two or more onscreen models without the need to connect them with a spring (imagine climbing models that could use one another like stepladders), the ability to build robots that could spar with one another until one is rendered useless by the other's force.

I'm sure that many soda constructors/artists have thought of this. There are just too many things to list that collision detection could add to SodaConstructor.

If you guys think Kevino has amazing models now, imagine what he could create if his models could *touch* one another.



ed

»» models
»» homepage

Re: Any thoughts on collision detection?   posted: 10-May-02 12:04   »» 
I think that the physics to allow models to collide with each other would actually be rather different and more difficult than the physics needed to make masses collide with a fixed terrain. I'm not sure how one should interpret a collision between a mass and the midpoint of a spring when K is set very low for example.

AndrewBrice

»» models

I will build a physics engine one day in the distant future   posted: 11-May-02 13:13   »» 
Okay i'm not great at programming but i've had an idea for detecting collisons. imagine the user can tell a spring to be solid, solid springs have a normal.

In between each frame sodaconstructor looks at the position of every mass in relation to every solid spring in the previous frame. Then it looks at the positions in the next frame and calculates weather any masses are going to go through any solid springs and if so how far through. By looking at how far through the mass would be going it can calculate the velcoity at the point of imact. Then it would move the mass to the point of impact and reflect the velcocity along the spring's normal before it drew the next frame.

Hope you can make some sense out of this.

Andrew

Fsih_face

»» models

Re: Any thoughts on collision detection?   posted: 12-May-02 07:48   »» 
Well, i've been thinking about collisions with springs, and, rather than just stopping things, they bend. This would produce a big problem visually as well as physically!

ed

»» models
»» homepage

Re: Any thoughts on collision detection?   posted: 12-May-02 12:24   »» 
mm, indeed, there in lies the big hairy difficult bit Fsih_face, collisions with springs are way more complicated than collisions with masses. Any ideas welcome but I've a hunch it's not going to be within the scope of sodaconstructor. Collisions between masses and fixed terrain/obstacles are entirely do-able though.

Fsih_face

»» models

Re: Any thoughts on collision detection?   posted: 12-May-02 19:22   »» 
I've been thinking again (so if you here a bang, it's my head exploding) and I wuz thinking bezier curves - they're used in some 3D packages, i know. beziers have 'magnets' - where the mass would be without mr spring, and they don't actually go through it, just near to it - don't know how to implement it, or how a bezier works on a mathematical level, but - ?

*BANG*

guest: itchi
Re: Any thoughts on collision detection?   posted: 16-May-02 19:37   »» 
This would be very cool.. Then we could build things like crossbows or maybe a trebulche (sp?)

guest
Re: Any thoughts on collision detection?   posted: 21-Mar-07 09:51   »» 
CORRUPTING

HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT

CORRUPTING

HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT

CORRUPTING

HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT

CORRUPTING

HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT

CORRUPTING

HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT
HAUNT



This topic has 7 replies on 1 page


»» previous topic   »» next topic  

»» back to topic list  »» top of the page  

PLEASE READ THE FORUM GUIDELINES AND ALWAYS PREVIEW TO CHECK MESSAGES BEFORE POSTING...
...Help keep our forums creative and constructive. Thank you.


»» forum home