Rigid Body Collisions: Physics for 2D Simulations

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Discussion Overview

The discussion revolves around the physics of 2D collisions in the context of developing a computer simulator for rigid bodies. Participants explore the necessary concepts and equations for simulating collisions, including angular motion and collision reactions, while addressing the challenges faced by a newcomer to the topic.

Discussion Character

  • Exploratory
  • Technical explanation
  • Conceptual clarification
  • Debate/contested
  • Homework-related

Main Points Raised

  • A participant expresses difficulty in finding resources for 2D rigid body collisions, noting a lack of coverage in high school physics.
  • Another participant suggests that 2D collision physics is well-covered in game programming literature and recommends seeking specific references.
  • One participant proposes two approaches to the problem: using Newton's laws of motion and a Lagrangian approach, highlighting the importance of conservation laws.
  • Another participant asserts that high school physics should suffice for writing the program without needing calculus, providing basic equations related to force and momentum.
  • Participants share links to online resources that may help in understanding the physics involved in collisions.
  • There is a shared sentiment of frustration regarding the complexities of rotational motion, with one participant offering encouragement and suggesting starting with simpler scenarios.

Areas of Agreement / Disagreement

Participants express differing views on the sufficiency of high school physics for understanding 2D collisions, with some believing it is adequate while others feel it lacks necessary depth, particularly regarding rotation.

Contextual Notes

There are limitations in the discussion regarding the assumptions made about prior knowledge in physics and the applicability of high school physics to the problem at hand. The discussion also reflects varying levels of familiarity with calculus and its relevance to the topic.

Who May Find This Useful

This discussion may be useful for individuals interested in game development, physics simulations, or those seeking to understand the principles of rigid body dynamics in a 2D context.

sciwizeh
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Hello, I am new here, so I don't know if this is the right place to post this question or not, if not please move it to the right place.

At the moment I am working on making a computer simulator for rigid bodies using java, the only problem is that I thought that high school physics would cover 2D collisions of rigid bodies, but it didn't. I am working purely in 2D, but as of now I am completely unfamiliar with calculus, and the only equations I can find use calculus. So far I only have 1 square that rotates at a fixed rate, as I don't know the angular acceleration and torque formulas (stupid calculus I start this year), and moves along the X axis and Y axis (plural of axis is what?). Right now I just want it to bounce off of the borders of the window properly, then I will progress to 2 square interacting. I have collision detection, just not reaction. I know I have a lot to learn, I don't need programming help, just the physics behind the programming (if I do need programming help I am also a member of a programming forum, but they don't know physics).

thanks for reading, help is appreciated
 
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Anyone?
 
Patience! This is not an instant response forum.
 
well, you responded pretty quickly
 
2D collision is well-covered in all game programming books and it is not so useful to summarize everything here. It is better that you start reading some references and maybe later post some specific doubts.

Ll.
 
any specific free online references, (not wikipedia) that you recommend? ( i have no money for books, as i need to get my college texts )
 
sciwizeh said:
any specific free online references, (not wikipedia) that you recommend? ( i have no money for books, as i need to get my college texts )

What about:

http://arxiv.org/abs/math/0608695

http://www-personal.umich.edu/~tylee/tylee_phd08.pdf

I'm just guessing - haven't the faintest idea how to solve your problem. But overall you may like to know that there are two ways to approach the problem:

1) Newton's laws of motion. Basically you apply to every body in your system:
force = mass x acceleration
torque=moment of inertia x angular acceleration
conservation of energy
conservation of linear momentum
conservation of angular momentum

2) Lagrangian approach. This is a reformulation of Newton's laws, but in a way that constraints are easily implemented. A constraint is, for example, a rigid body. The particles in the rigid body are not free to move in any way - they must always maintain the same position relative to each other.
 
Last edited by a moderator:
HS physics covers everything you need to know to write your program. You should not need any calculus and I imagine you would want to stay away from it using Java and all.

F = m a
M = I alpha
m1 v1 = m2 v2
 
Last edited:
  • #10
my HS physics covered only 1D momentum problems, no 2D and no rotation, i get 2D i can do plane reflections, it's rotation that looses me :(
 
  • #11
sciwizeh said:
i get 2D i can do plane reflections, it's rotation that looses me :(

Yeah, I hate rotations too. Well, take heart, even MythBusters failed their rotation test. Balls rolling without slipping on balls rolling without slipping. No answers, just my sympathies - it'll take time to work out, but you'll get good at it. Maybe start from simple situations, like a playground see-saw for which you know what a sensible answer is.
 

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