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Entity1037
Entity1037 presents ...

2013/8/9

Collision Physics (Gravity) 1.2.3

||Controls||

Left Click: fling ball

Right click: add/remove ball

S: toggle shadow imagery

G: toggle gravity

Arrow Keys: change gravity direction

P.S..: Feel free to use this engine if you'd like.

3918 views / 13 in the last 7 days

12 votes | 0 in the last 7 days

Tags: mouse simulation physics with-source

This scenario is a member of: Reusable actors & support classes


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PointifixPointifix

2014/3/5

mhhmm would be a nice project i could sit at :)
Entity1037Entity1037

2014/3/5

No seriously, how would that work??
PointifixPointifix

2014/3/5

getting the distance between the sphere centers via pythagoras. and then get the angle of collision to get the protection vector i think, but just my theorem
Entity1037Entity1037

2014/3/5

Ooooh, I never thought of that. Cool! I'll probably leave you to do it though. This physics engine I made is mainly for non-realistic video games like Megaman or Zelda. I wouldn't really have a use to make something like that.
Entity1037Entity1037

2014/3/5

By that I mean a 360 degree hit detection engine.
PointifixPointifix

2014/3/5

get a realistic collision detection of balls even with bounce and maybe also with friction would be nice if i get such a thing working
A new version of this scenario was uploaded on Tue May 20 18:03:38 UTC 2014 *collisions now detect for colored pixels of images instead of actor's themselves
A new version of this scenario was uploaded on Wed Jul 23 04:06:16 UTC 2014 +Added frame skipping
lordhersheylordhershey

2014/7/23

That's cool.
A new version of this scenario was uploaded on Fri Aug 29 20:41:56 UTC 2014 *Cut amount of detection lines down to 5 for each direction (greatly reducing lag).

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