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# Kastor372

Member Since 11 Sep 2013
Offline Last Active Apr 13 2014 09:01 AM

### In Topic: Linear Velocity and Angular Velocity Point of Intersection

09 April 2014 - 11:10 AM

Yea, okay--that could work. But, I just had a thought yesterday. Isnt the motion of an object with angular velocity about its center of mass, a spiral. If that could be defined, then what would be the intersection point of a spiral with a plane.

### In Topic: Linear Velocity and Angular Velocity Point of Intersection

07 April 2014 - 06:33 PM

Alright, I have drawn an image. Yes this is for collision detection. What I want to determine is how much an object would rotate before it hits the plane.

All while the vertices(point A, and B) of the rigid body have an angular velocity, and the center of mass is traveling with a linear velocity.

So the image is of a stick thrown with a certain angular velocity, and a certain linear velocity. What is the number of rotations it would take for the object to hit the plane in front of it? Essentially, how big has theta become?

### In Topic: To Square Root or Not To Square Root

06 October 2013 - 05:38 PM

Yeah, but that would be after I have it running like silk on my computer first...for free; No? :/

### In Topic: To Square Root or Not To Square Root

06 October 2013 - 05:32 PM

I also dont want to use another engine just because I want to learn all these things, rather than let my game be ruled by Unity ya no...and I dont have that kinda money to blow

### In Topic: To Square Root or Not To Square Root

06 October 2013 - 05:31 PM

Thanks alot for all the help, eveytime I come on here with a question I feel like I learn so much more. I had no idea about profiler or Visual VM. Thanks alot! Cant wait to use it

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