Recent content by StefenRoebke

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    Ball in a complex 2D environment

    Got some decent results: Took the surface normal at the point of collision. Protected the Velocity vector on the normal. Multiplied that by the CoR and negated Took the tangent vector at the point of collision Projected Velocity vector on the tangent Added the 2 together to get the...
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    Ball in a complex 2D environment

    k, thanks for the insight, I am going to mess around with it a little.
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    Ball in a complex 2D environment

    So maybe calculate the bounce in an arbitraty space (aspace) where the line of the ramp lies on the x-axis, then only negate and apply a coefficient of restitution to the aspace y component of the velocity of the ball?
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    Ball in a complex 2D environment

    well I had bouncing working properly, but the ball was bouncing all the time, which is the crux of my problem. I need it to roll up the ramps and down the ramps, instead of bounce off of them. If the ball is traveling on a flat surface in the direction of the +x axis, then hits a 45 degree...
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    Ball in a complex 2D environment

    rotation is pretty simple to approximate. If the ball is colliding with a surface for a frame's time interval, rotate the ball by (distance traveled*Pi)/(2*radius) radians, then set the rotational velocity to the rotation/frame's time incase the ball leaves the surface The infinite bounces...
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    Ball in a complex 2D environment

    Yeah, I just experimentally found decent CoF and drag for the ball, as well as a coefficient of restitution. I want it to be as physically accurate as possible, so I do want some energy lost to adding rotation to the ball (its actually a giant tire that won't fall over so rotation is...
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    Ball in a complex 2D environment

    I am working on a simulation of a ball moving in a complex 2d environment. I am looking for a single physics model that will handle the movement of the ball properly. Here is exactly what I have: Gravity applied in the -y direction Friction and wind resistance collision detection with the...
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    How can I accurately simulate collisions between circles and inclined planes?

    Well I have the rolling implemented just fine on flat surfaces. I basically take the distance traveled and divide it by pi*D to get the percentage of rotation, and multiply that by 2PI to get the radians of rotation. The way I was going to implement it was how you stated above, it a...
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    How can I accurately simulate collisions between circles and inclined planes?

    I am writing a 2D simulation that involves multiple circles colliding with inclined planes. I want to collision response to be as true-to-life as possible but have hit a bit of a snag. Depending on the velocity of the circles, when colliding with the inclined planes, they may either bounce...
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    Newbie question about relativity.

    But how can the speed be different between the 2 observers, I thought that one of the requirements is that the speed is the same to all observers, regardless of inertial reference frame.
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    Newbie question about relativity.

    it is almost being shot vertically. The height of the train doesn't matter. What the set up does is creates a psuedo-wave front traveling at 1 m/s along the length of the car. The laser is still traveling at the speed of light, it is just bouncing back and forth on the ceiling and floor...
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    Newbie question about relativity.

    So I am relatively (pun intended) new to the world of Special and General relativity and trying to reconsile what I read with what makes sense in my head (apparently probably the biggest hurdle to this whole area.) I took several physics courses in college, but they were your very standard...
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