Recent content by drfrev

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    Perfect Sphere's colliding using only vectors

    The problem I have is I need to find the force applied to a perfect sphere after colliding with another perfect sphere. For both spheres I have: position as <x,y> Velocity as <x,y> mass coefficient of restitution I am writing a program which simulates a bunch of balls bouncing around so...
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    3 dimensional torque from angular velocity

    Thanks, I will try it out tomorrow. Thank you for all the help, I really do appreciate it.
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    3 dimensional torque from angular velocity

    It's the same thing, (x,y,z) being the rotation acording to that axis. XYZ order means that it rotates on the x-axis first, then the y axis, then the z axis.
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    3 dimensional torque from angular velocity

    I need to use a torque on the object so that the physics engine can handle collisions. The engine will handle the actual vertex rotation. I have a function which can apply the torque to the object for the next physics tick. It can apply a local or global torque. (Though I do understand that...
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    3 dimensional torque from angular velocity

    I don't quite know what you mean but each bar is represented by a vector as the center and a rotation matrix representing orientation.
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    3 dimensional torque from angular velocity

    I will be a bit more descriptive to flush out my questions better. I have two "rods" in three space. One rod is fixed, while the other is not. I need to apply a torque to the unfixed rod to make it become parallel to the fixed rod. Okay, I am able to get the rotation matrix from each of the...
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    3 dimensional torque from angular velocity

    Hello, I am currently making a video game and have run into a bit of a physics problem. I have taken two semesters of physics in college (wasn't too great at it) so I know how to do simple things. I am currently trying to turn an angular velocity into a 3D torque. The angle is a Euler vector...
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