• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Kian

Collision resolution algorithm

5 posts in this topic

I'm having difficulties with the algorithm for collision resolution.I'm trying to simulate billiard balls, so finding when they collide is simply checking that the distance between balls is shorter than the sum of their radii.

So I check every pair of balls, and get a list of colliding spheres. My problem is what to do next. I know how to resolve a collision one on one. But in billiards it's normal to have several bodies colliding at the same time.In the very first shot, in fact, every ball should be touching, meaning that the first hit would impact every ball.

My first idea is to get my collisions list, determine which collision happened first in the frame, then roll back time to that moment, apply the results to the balls, advance time again and check for collisions.Then simply loop this way until I come up with no collisions.

My question is if this is the way it is usually done. I imagine that under certain situations it could be expensive to run the collision detection many times, but I can't see how else to deal with the possibility of several collisions, or the case where bouncing off one ball causes the ball to hit another in the same frame (as would happen if the balls are tightly packed).
0

Share this post


Link to post
Share on other sites

You can do something like this:

 

 
remaining=timespan;
 
while(TRUE){
 elapsed=find time of first collision
 resolve that collision (reflection for balls)
 move all other objects by elapsed time
 remaining-=elapsed
 
 if(remaining <= 0)
  break;
}
 

 

0

Share this post


Link to post
Share on other sites

The first thing that comes to mind for me is adding all the collisions to a queue in the order that they occur, then pop each one and have that response put into action.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0