As mentioned in the advertising section, I"m starting to work with my game
again.
I'm trying to figure out a sane way to rotate the entire playing field by a
few degrees. I'll have probably a dozen or two objects (borders and
groups) as well the player (a group).
If it was all a png except for t
;t worry about all that, just use the "newVel" function to
generate the after collision velocities given the before collision velocities.
Jim
>
> Message: 10
> Date: Sun, 25 Mar 2012 15:23:13 -0400
> From: Richard MacLemale
> To: How to use LiveCode
> Subject:
No misunderstanding -- we're agreed on this. I just wanted to clarify that
there's only a specific case where you can "just interchange the velocities
of the two balls"
On Sun, Mar 25, 2012 at 11:53 AM, Jim Hurley wrote:
> What happens when two ball of equal mass collide ellastically is an
> exc
On 03/25/2012 10:23 PM, Richard MacLemale wrote:
Jim,
Thanks for taking the time to respond with such great explanations! Of course,
since I spent most of my time in high school math staring at a girl named Lisa,
it's a bit challenging for me.
Something tells me that's a different kind of "
Jim,
Thanks for taking the time to respond with such great explanations! Of course,
since I spent most of my time in high school math staring at a girl named Lisa,
it's a bit challenging for me. I downloaded the 9 ball example and plan on
spending a lot of time learning how it works. Thanks
P.S.
That simple picture of the velocities being exchanged applies only in a frame
of reference in which the center of mass is fixed.
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Geoff,
What happens when two ball of equal mass collide ellastically is an exchange in
velocities.
The velocity is a VECTOR. I think that is the source of misunderstanding.
Your right there is trig involved. For example from "Nine ball..."
function resetVel xx,yy,xx',yy',vxx,vyy,vxx',vyy'
This works only if the balls hit head-on. Otherwise you need to do the
trig. As a simple example, say there are two balls headed toward each
other. Each has a radius of 2^.5. Ball A is moving at -2 units per second
on the x axis, i.e. to the left, and its center has a Y coordinate of 2.
Ball B is m
P.S.
In the simplest case, equal masses, just interchange the velocities of the two
balls after the collision.
Proof:
If one assumes that the solution is unique, and since interchanging the
velocities conserves momentum and energy (for balls of equal mass), this
solution is THE solution.
Jim
Richard,
Collision detection is the easier part. Just calculate the distance between
centers and, if it is greater than the sum of the radii (assuming they are
circular) you have a collision.
The more difficult part is the physics, what happens after the collission. Are
they of equal mass and
Thanks, Bernard - I just did a face palm. I own animationEngine - got it free,
I think, one time when I upgraded or bought LC. Forgot I had it. Will dig
deeper into animationEngine.
---
Richard MacLemale
Music = http://www.richardmac.com
Programming = http://www.macandchee.se
On Mar 25, 2
I'm not the developer of Animation Engine (it's way beyond my maths).
It has a demo version, so I'd recommend trying it out. It has some
tools to demonstrate to you its own capabilities.
http://www.derbrill.de/developers.php
I've used it to animate features in non-game apps, but I've barely
scra
On Sat, Mar 24, 2012 at 3:57 PM, Richard MacLemale wrote:
> I'm working on a very simple iPad app where 4 large shapes randomly float
> around on the screen. What I'd like to do is have them be able to bounce
> off each other if they happen to touch. Are there any tutorial pages or
> sample stac
I'm working on a very simple iPad app where 4 large shapes randomly float
around on the screen. What I'd like to do is have them be able to bounce off
each other if they happen to touch. Are there any tutorial pages or sample
stacks out there that anyone knows of that I could use as a starting
Hi Pierre Sahores and Bob Sneider,
Thanks for the tips. I’m getting the message that an external database (PHP or
mySQL) is the way to go.
Regards,
Gregory
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ello everyone,
>
> I would appreciate your thoughts on how to avoid collisions on a server on
> those presumably rare occasions when two or more visitors attempt to write to
> a file at exactly the same time. In my case, it’s students writing via FTP
> to a text log file, but the
écrit :
> Hello everyone,
>
> I would appreciate your thoughts on how to avoid collisions on a server on
> those presumably rare occasions when two or more visitors attempt to write to
> a file at exactly the same time. In my case, it’s students writing via FTP
> to a text
Hello everyone,
I would appreciate your thoughts on how to avoid collisions on a server on
those presumably rare occasions when two or more visitors attempt to write to a
file at exactly the same time. In my case, it’s students writing via FTP to a
text log file, but the same situation can
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