Bubble Game Collision: Calculating Deceleration

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Discussion Overview

The discussion revolves around the physics of a collision involving a bubble with constant velocity impacting a bundle of bubbles. The scenario is set within the context of a computer game, focusing on the deceleration of the bubbles post-collision, considering factors like momentum transfer, angular velocity, and energy conservation.

Discussion Character

  • Exploratory, Technical explanation, Conceptual clarification, Debate/contested

Main Points Raised

  • One participant proposes using F=ma and tangential components to calculate force and torque in the collision scenario.
  • Another participant suggests that momentum transfer is key, comparing the bubbles to shells that behave similarly to spheres during collisions.
  • A participant questions the formula for change in angular velocity, providing variables such as mass, tangential velocity, and distance from the fixing point.
  • One reply indicates that conservation of energy might be applicable, although it is later challenged.
  • A participant argues that energy is not conserved in this system due to constraints on translation and introduces real-world analogies involving rotating plates and hovering vehicles to illustrate the complexities of the situation.

Areas of Agreement / Disagreement

Participants express differing views on the applicability of energy conservation in this collision scenario, indicating a lack of consensus on this aspect of the discussion.

Contextual Notes

There are unresolved assumptions regarding the nature of the collision, the effects of air resistance, and the specifics of the fixing mechanism that prevents translation.

Who May Find This Useful

This discussion may be of interest to game developers, physics enthusiasts, and those exploring collision dynamics in theoretical or applied contexts.

cloa513
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Suppose a bubble with some small mass and constant velocity hits a bundle of "bubbles"- the collision is unusual- there is no dynamic friction but the point of contact sticks- they are springy so both compress by a third before returning to their former shape. The new total bundle can't translate but can rotate. What's the deceleration? so I can F=ma and take tangential component to calculate Ft and Torque so that T=Iw.
 
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you'd just have to use the momentum of the first bubble then it's a transfer of momentum for a collision. As long as they don't pop (and accounting for air resistance), the bubbles are pretty much just shells, which collide about the same as spheres
 
So should I take it as
Δω=m/M*(vt/ d)
Δω change in angular velocity
m mass of bubble
M of bubble
vt tangential velocity of colliding bubble
d distance from fixing point (which may or may not the centre of the bundle).

Its my computer game- I don't understand or trust the physics engine and I'd like it to be physically reasonable.
 
That seems like it should work, you should also be able to use conservation of energy
 
Energy is not conserved for the system. It can't translate because either there is out of plane fixing device or it can induce powerful wind currents to keep it in position. A similar real world application could be a free rotating plate- its fixed to ground- it get hit with all sort of powerful particles (say its in the explosion zone of a mine) and you want to know will it spin too much and break itself. Another one is a harrier jet or helicopter hovering- how much rotation will it get if you effectively autocounteract the translation but not the rotation and will it be effective in certain conditions.
 

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