Hello Peter,
The backtraking in time to solve the collision problem you mentionned is
not, in my opinion, efficient.
From a previous life as an aerospace engineer, I remember that two other
solutions exist to handle contact or collision constraints, at least if 2nd
order diff. equations are used
Thanks for the info. With backtracking I actually meant the computation of
the exact collision time, and let (part of the simulation) only go that far,
so it's not really back tracking in the physics engine; does that
correspond to your 2nd proposal. I just got this from a physics
Peter,
Backtracking: yes it is the computation of the exact collision time.
I gave 2 solutions that can be used in multi-body dynamics, in general (that
is, with 2nd order derivatives). I am not a game writing specialist but, if
I understand you, I would say that, in a game, we have 1st order
Sorry, my message was inadvertently sent - hit the wrong key - a gmail
feature
Peter,
Backtracking: yes it is the computation of the exact collision time.
I gave 2 solutions that can be used in multi-body dynamics, in general (that
is, with 2nd order derivatives). I am not a game writing
Am Freitag, 6. März 2009 14:34 schrieb Daniel Bünzli:
without using recursive signal functions,
If this is because there's this limitation in the frp system you use
It is.
then better fix the system.
The system is Grapefruit, by the way. And I’m its developer, by the way. :-)
I have to
Am Freitag, 6. März 2009 17:51 schrieb Wolfgang Jeltsch:
By the way, the adress of the Grapefruit mailing list is
grapefr...@projects.haskell.org, not grapefr...@haskell.org.
Oh, this is really strange: I addressed my e-mail to
grapefr...@projects.haskell.org but the version arriving at the