Collision detection can be done to certain extents in Quartz, with math.
Check out the teapotii.qtz from the 10.5 developer folder, Optical Flow
example. It's a pretty solid example of showing a way to make an object
bounce off of bounds.

Also, it can be done in certain ways with the Kineme Particle Tools plugin (
http://kineme.net).

Best,
George Toledo

On Wed, Feb 17, 2010 at 9:20 PM, Keith Lang <[email protected]> wrote:

> If you do in fact mean Rube Goldberg stuff then something like the
> Unity engine might suit better. The key part missing out-of-the box
> from QC being collision detection.
>
> http://unity3d.com/
>
> Keith
>
> On Thu, Feb 18, 2010 at 1:16 PM, George Toledo <[email protected]> wrote:
> > Are you guys sure you mean Rube Goldberg (eg., the over-engineered mouse
> > trap/machine stuff)? That doesn't quite make sense...though I know of
> some
> > compositions that were programmed in a kind of Rube Goldberg way (eg.,
> tons
> > of unneeded patches to achieve a simple end).
> > I'm thinking that maybe Droste or Escher is what is meant?
> > Best regards,
> > George Toledo
> >
> > On Wed, Feb 17, 2010 at 9:13 PM, Keith Lang <[email protected]>
> wrote:
> >>
> >> I can't say I know of any.
> >>
> >> In my opinion, Quartz Composer is not well-suited to this type of
> >> process. It's easy enough to create an 'object', but I in my
> >> experience spawning multiple copies of an object is difficult because
> >> a) It's not intuitive to make the Iterator store individual variables
> >> per instance
> >> b) manual spawning (copy+pasting) results in spaghetti.
> >>
> >> I would LOVE if there was easier solutions to this.
> >>
> >> Keith
> >>
> >>
> >> On Thu, Feb 18, 2010 at 12:59 PM, Tim Flynn <[email protected]> wrote:
> >> > Does anyone know of any Rube Goldberg type compositions?
> >> >
> >> > Tim Flynn
> >> > [email protected]
> >> > ph 936-307-6476
> >> > ph 936-582-6083
> >> > ph 780-669-2894
> >> > cell 281-630-0857
> >> >
> >> >
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