Help finding time between two frames for collision detection

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Discussion Overview

The discussion revolves around the challenge of detecting the exact time of collision between moving points and lines in a verlet physics engine. Participants explore methods to determine the moment of collision between frames in a game running at 60Hz, where points may skip over lines due to frame rate limitations.

Discussion Character

  • Exploratory, Technical explanation, Debate/contested

Main Points Raised

  • One participant describes their implementation of a verlet physics engine and the difficulties faced with collision detection and response.
  • Another participant shares a link to a resource on simple intersection tests for games, which may provide relevant information.
  • There is a suggestion to create a 'stationary' plane by making movement relative to the line's perspective, which could aid in collision detection.
  • A later reply acknowledges the resource and proposes defining a line-fixed coordinate system for collision testing.
  • Participants express gratitude for the shared link and indicate plans to explore the suggested approaches further.

Areas of Agreement / Disagreement

Participants appear to agree on the utility of making movement relative to facilitate collision detection, but the discussion includes various approaches and remains exploratory without a definitive solution.

Contextual Notes

The discussion does not resolve the mathematical or technical details of implementing the proposed methods, leaving open questions about their effectiveness and applicability.

blainiac
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Hey everyone!

I programmed a verlet physics engine that works great. I got to the collision detection and response and it's been frustrating to say the least. I've tried tons of different ways, but no cigar.

The collisions themselves are between points and lines between points. These lines make up different shapes that move around in the physics engine.

Since the game runs at 60Hz, the points can simply hop over a line (which can be moving too). I'd like to know if there's a way to see WHEN between those two frames they actually collide. (so if the first frame, F0.0 had no collision, and F1.0 had a collision, F0.66 would be where inbetween they collided)

Here's a pic to show what I mean...

http://nullium.fileave.com/pointlinecollide.png

Thank you so much!
 
Physics news on Phys.org
http://www.gamasutra.com/view/feature/3383/simple_intersection_tests_for_games.php
 
Thanks for the link. I haven't looked to deep into it, but could I make a 'stationary' plane by making movement relative? Like, from the 'line's' point of view?
 
Nevermind! I didn't see the other 7 pages on there! Haha.
 
blainiac said:
Thanks for the link. I haven't looked to deep into it, but could I make a 'stationary' plane by making movement relative? Like, from the 'line's' point of view?

Sure, you could define a line-fixed coordinate-system, and do your collision test threre.
 
Thanks, I'll try that later tonight. Thanks for the link again.
 

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