Recent content by _Nate_

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    Camera Translations: Find Translation & Rotation

    I'm making a physics game engine, and I have some decent camera functionality. Essentially, the camera has a translation (vector) and a rotation (quaternion), and functions exist to easily move the camera along any of seven degrees of freedom (pitch, yaw, roll, strafe, elevate, move, zoom)...
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    Conservation of Kenetic Energy: Rotational Style

    For my physics engine, I have a pretty simple formula to deal with collisions. Essentially, in a collision, both Momentum and Kinetic Energy have to be conserved. Thus, m1v1 + m2v2 = m1u1 + m2u2 and m1v1^2 + m2v2^2 = m1u1^2 + m2u2^2, and, given m1, m2, v1, and v2, we can solve for u1 and u2...
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    Impulse of objects in a physics simulator

    Thanks for the help. As far as java as a programming language goes, I would say that Java is almost as bad a language as C++. It is slower, and it is less efficient, and I do not agree with many of the paradigms it teaches. For example, Java does not support first class functions. Java's...
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    Impulse of objects in a physics simulator

    I'm not a fan of Java, I think that it teaches bad programming paradigms. However, I think that inheritance should not be a part of OOP and is inherently broken (thus the 'no multiple inheritance' and 'interface' workarounds) and that functional programming / possessive OOP relationships are...
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    Impulse of objects in a physics simulator

    Java?! Java is a slow, inefficient, poorly implemented Juggernaut. I'm making an engine in C with a Python front end. Are my problems all solved by using elastic collisions?
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    Impulse of objects in a physics simulator

    I am making a physics simulator for a computer. All objects have their translational and rotational momentums stored, and each frame, objects are moved according to these values. Upon collisions, momentum is transferred from one object to the next. However, I do not know how to find how...
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    Why Do Things Bounce? Explained

    I know, but we don't know the time here. That was (part of) my original question: how do we calculate the time over which the momentum is transferred (and thus the force transferred)?
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    Why Do Things Bounce? Explained

    So the force on the ground when hit by a ball is equal to the deformation * the balls elasticity? I'm assuming that the amount of deformation is based off of the balls momentum: how is this calculated?
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    Impact Time and transfer of rotation

    Two (related) questions to help with a physics simulation I am making: 1. Object A hits object B. Object A was traveling at velocity V with no acceleration, object B was at rest. Both bodies are rigid. When A hits B, how do we calculate the force transfer from A to B? Obviously, A experienced...
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    Why Do Things Bounce? Explained

    Ah, ok, so the force that causes the ball to bounce is contained in the ball, and is not related to the surface it is bouncing against. When it hits, its deformation and reformation causes the 'bounce' and also applies that additional momentum into the wall. Now, how are the forces resolved...
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    Why Do Things Bounce? Explained

    This has always bugged me, and I don't think that I've ever gotten a satisfactory explanation (even though it's a really simple issue): Why do things bounce? The way I see it, you have a ball falling towards the ground. The ground has no momentum, the ball has momentum pointing towards the...
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    Vector Decomposition: Finding Components w/ Vector Math

    To HallsofIvy: This is quite a good idea, although it does suffer some accuracy loss. A far better way to do it is in the first reply to this topic. This can be done via other math (namely, the dot product) without ever touching trig functions. To kkrizka: I do store my vectors as x, y, and z...
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    Vector Decomposition: Finding Components w/ Vector Math

    No, it's not homework -- I'm working on a physics simulator just for fun. I had already had it implemented, as I said, but my implementation was using lots of trig functions, which are expensive. I was pretty sure that there was a better way, though.
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    Vector Decomposition: Finding Components w/ Vector Math

    I'm doing some work with vectors, and essentially, I have two vectors: a large vector and a unit vector pointing in a different direction. I would like to decompose the large vector into the components that are in the direction of and perpendicular to the unit vector. This is in three...
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    Strafe and translation vectors in a 3d physics simulator

    I'm working on a 3d physics simulator, and I'm trying to build a nice, easy-to-use camera into it. Currently, the camera allows you to specify inputs that modify (among other things such as zoom) its pitch, yaw, roll, strafe, movement, and elevation. The way it currently works is this: The...
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