Simulation of tennis net <-> ball collision?

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SUMMARY

This discussion focuses on implementing a tennis net collision simulation for a video game, utilizing cloth simulation techniques. The net is proposed to be modeled as an elastic rectangular surface with rigid vertical edges and less elastic horizontal edges. The developer is using a mass-spring system with verlet integration for the cloth simulation and seeks guidance on computing the collision between the ball and the net while maintaining real-time performance on low-end machines. The consensus suggests that while realistic modeling may not be necessary, some level of perturbation based on the ball's impact location is desired.

PREREQUISITES
  • Understanding of cloth simulation techniques, specifically mass-spring systems.
  • Familiarity with verlet integration for physics simulations.
  • Knowledge of real-time collision detection methods in game development.
  • Basic principles of elastic surface modeling in physics.
NEXT STEPS
  • Research "mass-spring system implementation in Unity" for practical examples.
  • Explore "verlet integration for real-time physics" to optimize performance.
  • Investigate "collision detection algorithms for low-end hardware" to ensure efficiency.
  • Learn about "elastic surface modeling techniques" to enhance realism in simulations.
USEFUL FOR

Game developers, physics simulation engineers, and anyone interested in optimizing collision detection and cloth simulation in video games.

five1mon
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Hey All
I'm going to implement a tennis net for a video game. I already have the animation of the net in place (I think) through cloth simulation. What's missing is a physics simulation of the collision between the ball and the net?

I think the net could be modeled as an elastic rectangular surface, where the vertical edges are rigid and the horizontal edges are less elastic then the inner surface.

Can anybody direct me how to compute such a thing?

The thing has to run in real-time on quite low-end machines so the computations can't be too expensive(complicated).


Thanks
 
Last edited:
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The net swaying doesn't really have much effect on the game, so do you really think it's worth the effort to model it realistically? Maybe just do a collision detection, animate the net with your cloth simulation and have the ball bounce as if off a rectangular surface w/ added dampening.
 
Last edited:
DavidSnider said:
The net swaying doesn't really have much effect on the game, so do you really think it's worth the effort to model it realistically? Maybe just do a collision detection, animate the net with your cloth simulation and have the ball bounce as if off a rectangular surface w/ added dampening.

For the cloth simulation I'm using a mass-spring system where the movement is propagated through verlet integration (this is the standard form of cloth simulation in games). As input I need the ball to perturb the intersected vertices in order for the system work to work.

I totally agree that the system doesn't need to be realistic. But I would like to have the ball perturbing the vertices with a different magnitude dependent on if the ball hits in the middle, near the posts, ner the top etc. The nets will mostly be viewed up front and there will be cut scenes / re-plays where the net moves in slow motion.
 

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