Capturing the physics of bouncing in a simulation

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SUMMARY

This discussion focuses on simulating the physics of bouncing objects in a C++ engine. The key concept introduced is "elasticity," which quantifies the energy retained during collisions, ranging from 0 (no bounce) to 1 (full bounce). The user seeks to implement this feature for various objects, such as tennis balls and bowling balls, while initially ignoring friction effects. The discussion emphasizes the importance of accurately modeling the bounce height based on the object's elasticity.

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  • Understanding of C++ programming
  • Basic physics concepts, particularly kinetic energy and elasticity
  • Familiarity with collision detection in simulations
  • Knowledge of object properties in game engines
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  • Research "C++ physics engines" for implementing realistic simulations
  • Explore "elasticity in physics" to understand energy retention during collisions
  • Learn about "collision detection algorithms" for accurate object interactions
  • Investigate "friction effects in physics simulations" for future enhancements
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Game developers, physics simulation programmers, and anyone interested in enhancing realism in object interactions within simulations.

mindbreaker
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hi,
srr if this isn't the wright place to post this...

I'm working on engine (i'm a programer , c++) and I'm stuck at bouncing...

I have an object (repressented by a sphere) at an unknow height, with an unknow mass and I drop it, so gravity does it job and it starts to fall down

now , when there is a collision with the floor, I want the object to bounce but dependent of it's texture ( ex.: tennisball - bowl ball ) and physical correct ...
how is this done ? I remember I saw this (almost 8 years ago :-p) at school ...

note 1: friction (etc) can be ignored (for now , so if this isn't must harder i request this already )
note 2 : this is something that should take place at Earth and at a normal height (so not 150 km above into the sky ) ...

thx anyway :cool:
 
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You can give the object a property called "elasticity". "Elasticity" is a measure of the amount of kinetic energy that can be recovered when the object has deformed due to collision; springier substances that can return to their original shape are more elastic (bowling balls, tennis balls, steel balls and rubber balls are all very elastic; balls of Silly-Putty are very inelastic).

Practically speaking, elasticity is a number between 0 and 1 that represents the fraction of energy retained in collisions. A ball of elasticity 1 will bounce up to its original height every time; a ball of elasticity 0 will fall and then stick to the ground, without bouncing at all. Most objects are somewhere in between; a ball of elasticity 0.8 will always bounce up to 80% of its previous height (thus, the bounces will decrease in height exponentially).

In the case of nonzero friction, you have an additional complication: a ball striking a surface at a glancing angle will, due to friction, experience a torque causing it to spin. Thus, some of the previous translational kinetic energy gets converted into rotational kinetic energy.
 

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