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 -...
View ArticleAnswer 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...
View ArticleAnswer 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,...
View ArticleAnswer 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...
View ArticleAnswer 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...
View ArticleAnswer by trashgod for Ball to Ball Collision - Detection and Handling
This KineticModel is an implementation of the cited approach in Java.
View ArticleAnswer 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...
View ArticleAnswer 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,...
View ArticleAnswer 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...
View ArticleAnswer 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...
View ArticleAnswer 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...
View ArticleAnswer 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...
View ArticleAnswer 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...
View ArticleAnswer 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
View ArticleAnswer 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.
View ArticleBall 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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