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### #ActualLars-Kristian

Posted 06 October 2012 - 01:51 PM

http://www.metanetso.../tutorialA.html

Under the "calculating the projection vector" section.

You can:
1. Find the the smallest projection vector.
2. Move the ball on the outside of the paddle.(The length of the projection vector)
3. Reverse the acceleration of the ball in the direction of the collision.

Note: It can also be useful too not allow movement of the paddle if the ball hits the top or bottom side of the paddle, so that the ball and paddle does not collide 2 time in a row.

This is not the simplest method too find the collision, but it is very useful when it comes too collision handling.

If this does not make sense, please let me know. xD

### #1Lars-Kristian

Posted 06 October 2012 - 01:36 PM

http://www.metanetsoftware.com/technique/tutorialA.html

Under the "calculating the projection vector" section.

You can:
1. Find the the smallest projection vector.
2. Move the ball on the outside of the paddle.(The length of the projection vector)
3. Reverse the acceleration of the ball in the direction of the collision.

Note: It can also be useful too not allow movement of the paddle if the ball hits the top or bottom side of the paddle, so that the ball and paddle does not collide 2 time in a row.

This is not the simplest method to find the collision, but it is very useful when it comes to collision handling.

If this does not make sense, please let me know. xD

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