- #1
blainiac
- 50
- 2
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!
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!