I think what you want to do is store the incoming angle of the ball as separate X and Y vectors. the caluclation of a 'bounce' off eny flatsurface is then newX = oldY newY = oldX as a heading for the ball. the ball will move along the vector a given speed, which should not change unless you are trying to calculate reduction from friction etc. Note that this does NOT apply to curved surfaces directly. Is this what you wanted ? -A Andrew Phelps Department of Information Technology Rochester Institute of Technology http://www.it.rit.edu/ http://andysgi.rit.edu/ On Tue, 27 Feb 2001, Thomas Cotton wrote: > Hi List - > > How does one calculate the change in velocity of a bouncing ball if it hits > an angled wall (not vertical or horizontal)? > > Edge detection & angle calcs are OK; The maths of bouncing is not %`) > > An example of what I am trying to achieve can be found at: > http://www.chnexus.com/paths/v-path.htm > (Awesome physics simulation stuff here) > > Thanks, > > Tom > > > > [To remove yourself from this list, or to change to digest mode, go to > http://www.penworks.com/LUJ/lingo-l.cgi To post messages to the list, > email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]) > Lingo-L is for learning and helping with programming Lingo. Thanks!] > > [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/LUJ/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]) Lingo-L is for learning and helping with programming Lingo. Thanks!]
