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Channel: Ball to Ball Collision - Detection and Handling - Stack Overflow
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Answer by zezba9000 for Ball to Ball Collision - Detection and Handling

Here is a simple example that supports mass.private void CollideBalls(Transform ball1, Transform ball2, ref Vector3 vel1, ref Vector3 vel2, float radius1, float radius2){ var vec = ball1.position -...

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Answer by gordon_freeman for Ball to Ball Collision - Detection and Handling

After some trial and error, I used this document's method for 2D collisions : https://www.vobarian.com/collisions/2dcollisions2.pdf(that OP linked to)I applied this within a JavaScript program using...

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Answer by RollerSimmer for Ball to Ball Collision - Detection and Handling

I would consider using a quadtree if you have a large number of balls. For deciding the direction of bounce, just use simple conservation of energy formulas based on the collision normal. Elasticity,...

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Answer by Estid Felipe Lozano Reyes for Ball to Ball Collision - Detection...

Improving the solution to detect circle with circle collision detection given within the question:float dx = circle1.x - circle2.x, dy = circle1.y - circle2.y, r = circle1.r + circle2.r;return (dx * dx...

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Answer by Stefan Musarra for Ball to Ball Collision - Detection and Handling

I implemented this code in JavaScript using the HTML Canvas element, and it produced wonderful simulations at 60 frames per second. I started the simulation off with a collection of a dozen balls at...

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Answer by trashgod for Ball to Ball Collision - Detection and Handling

This KineticModel is an implementation of the cited approach in Java.

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Answer by Jason Kleban for Ball to Ball Collision - Detection and Handling

I see it hinted here and there, but you could also do a faster calculation first, like, compare the bounding boxes for overlap, and THEN do a radius-based overlap if that first test passes. The...

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Answer by avp for Ball to Ball Collision - Detection and Handling

Well, years ago I made the program like you presented here.There is one hidden problem (or many, depends on point of view): If the speed of the ball is toohigh, you can miss the collision.And also,...

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Answer by Markus Jarderot for Ball to Ball Collision - Detection and Handling

I found an excellent page with information on collision detection and response in 2D.http://www.metanetsoftware.com/technique.html (web.archive.org)They try to explain how it's done from an academic...

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Answer by Loren Pechtel for Ball to Ball Collision - Detection and Handling

One thing I see here to optimize.While I do agree that the balls hit when the distance is the sum of their radii one should never actually calculate this distance! Rather, calculate it's square and...

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Answer by FlySwat for Ball to Ball Collision - Detection and Handling

You have two easy ways to do this. Jay has covered the accurate way of checking from the center of the ball.The easier way is to use a rectangle bounding box, set the size of your box to be 80% the...

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Answer by Andrew Rollings for Ball to Ball Collision - Detection and Handling

As a clarification to the suggestion by Ryan Fox to split the screen into regions, and only checking for collisions within regions...e.g. split the play area up into a grid of squares (which will will...

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Answer by Jay Conrod for Ball to Ball Collision - Detection and Handling

To detect whether two balls collide, just check whether the distance between their centers is less than two times the radius. To do a perfectly elastic collision between the balls, you only need to...

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Answer by grepsedawk for Ball to Ball Collision - Detection and Handling

You should use space partitioning to solve this problem. Read up on Binary Space PartitioningandQuadtrees

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Answer by Ryan Fox for Ball to Ball Collision - Detection and Handling

A good way of reducing the number of collision checks is to split the screen into different sections. You then only compare each ball to the balls in the same section.

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Ball to Ball Collision - Detection and Handling

With the help of the Stack Overflow community I've written a pretty basic-but fun physics simulator.You click and drag the mouse to launch a ball. It will bounce around and eventually stop on the...

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