Hi Ken, just a quick one for now First off, thank you thank you thank you! for your kind words and encouragement on the email list bit!
It means a lot! :) I actually do have a developers list for Mac /iOS but Thomas's list should work out just fine for us to share some code / tutorials and such because his list is for Windows / linux too etc. :) As for your questions about spheres, think of the very minimum elements you need to define a sphere. Let's start with just an origin or center point at 0,0,0 So you have a mystery sphere sitting right in the middle of your virtual world. I say a mystery sphere because we only know where it is but we don't know how large it is. In fact, at this point, we don't actually know it's even a sphere. It could be a cat or a horse or something! :) lol! What I mean is that we only have a 3D point which tells us there's something sitting at the 0,0,0 position in our 3D space. So one way we can define this as a sphere is simply to give it a radius. So let's say our radius is 3 units. Now we have an origin and a radius. If you were to create a vector out in any direction starting at 0,0,0 and extending for 3 units, you could map a sphere. Does this make sense? think of a tether ball. The ball is attached to the pole by a rope. if you think of the pole as our origin, and the rope as our radius, you can see that if you pull that rope out as far as it will go in any direction you will make a circle. So if you just add the third dimension, you can make a sphere shape. This is all we're doing here. So all you need to tell if a sphere collides with another sphere is an origin and a radius. Make sense?… Anyway, will run for now and wish ya a lovely night! Thanks again for such kind sentiments! I really appreciate it! :) So glad you're interested in this sort of thing. :) Have a great night and talk soon! Smiles, Cara :)--- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Apr 25, 2013, at 6:02 PM, Ken The PionEar <[email protected]> wrote: Mmm. Knowlege! Yum! I take it, then, that to do spheres, you would first figure it on the x/y plain, then the x/z plain? Is that right, or am I totally missing something? Also, (and maybe I'm biting off more than I can chew with this one,) I've been thinking of making an accessible shuffleboard game. The one I play on the Wii is nearly so now, but I could do even better. What was stopping me is that I didn't know how to detect sphere collisions, (problem solved,) and still don't know how to move the spheres, or putts in this case, once they collide. Of course, it'd probably take less time to make your own shuffleboard game than help me learn this stuff, but I'm certainly willing! :) Okay, back to making this game. Now I know how to detect it if I run into the marching band with the bounding boxes solution, and I think I've also figured out how to keep from going through a thing based on the same premise. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
