What is the correct collision formula in this scenario?

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    Collision Formula
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SUMMARY

The correct collision formula for simulating two-dimensional collisions in a space game involves calculating the final velocities of objects A and B based on their mass, speed, direction, and material properties. The discussion emphasizes the importance of breaking down the final velocities into their x and y components to achieve accurate results. Resources such as MyPhysicsLab provide additional insights into collision dynamics. Proper implementation of these calculations will prevent objects from bouncing incorrectly or getting stuck together.

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  • Understanding of basic physics principles, specifically momentum and energy conservation
  • Familiarity with vector mathematics for breaking down velocities into components
  • Knowledge of collision detection algorithms in game development
  • Experience with programming in a game development environment, such as Unity or Unreal Engine
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  • Research the physics of elastic and inelastic collisions
  • Learn how to implement collision response algorithms in Unity or Unreal Engine
  • Study the effects of material properties on collision outcomes
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Game developers, physics simulation enthusiasts, and anyone involved in creating realistic collision mechanics in 2D or 3D environments.

StarWarsNerd
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I am working on a simple space game, and I am having trouble figuring out how to do collisions correctly; things bounce in the wrong direction or just get stuck together. Here are the things that are given:
  • Direction of objects A + B in degrees
  • Speed of objects A + B in meters per second
  • Mass of objects A + B in kilograms
  • The material of A + B (any properties of that material)
The collision is in two dimensions, and it is not always going to be head on. What is the formula that I need to simulate the objects colliding?

On a related note: how would I calculate if the objects should spin due to the collision?
 
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robphy said:
Thanks! I had been looking for something like that for days. I'll post back here if I have any other problems.

UPDATE:
329679.image1.png

if I use this and break the final velocities into their x and y components, would I get the desired result?
 
Last edited:

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