Thanks for the reply, Joe. Technical support from the supplier of
REALbasic in Australia is almost non-existent.
I have implemented "sophisticated" collision management, involving
mass and velocity vectors, and tested it a lot.
I suppose my next question is: Why is a "collision event fired for
two balls that are already moving away from each other"?
Cheers,
Bill
On 06/01/2006, at 2:50 AM, Joseph J. Strout wrote:
At 6:10 PM +1100 1/5/06, The Atherton residence wrote:
I am new to realbasic and am learning by writing a program to
simulate the game of lawn bowls. All is ok except that I (seem to)
get multiple calls to the collision event handler when spheres
collide at "low" speeds - with unpredictable results. I can fix
this by changing one of the sprite's groups to 0, but of course,
this is unsatisfactory. Is this a bug or is it just a symptom of
"proximity management"?
It's not a bug, but I don't understand what you mean by proximity
management. It is simple: on each frame, the Collision event fires
for each 2 sprites that are colliding. I imagine that when your
spheres are moving at low speeds, then they collide for more than
one frame.
However, the collision event doesn't give you enough information to
simulate the interaction of colliding spheres anyway. You need to
do your own little physics simulation, which will involve (among
other things) keeping track of the velocity of each ball. If the
Collision event fires for two balls that are already moving away
from each other (because you handled the collision last frame),
then you can just ignore it.
Best,
- Joe
--
Joseph J. Strout
[EMAIL PROTECTED]
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