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Re: [pygame] The Giant - 'cool project I'm working on now' - thread.



I don't think that works. Consider an object smooshed between two others. The collision from the one on the left would have a vector pointing to the right. The collision from the one on the right would have a vector pointing left, and the sum would be zero (unless I'm misunderstanding).

--Mike

DR0ID wrote:
Hi

Well, you can apply the 'axis separating theorem' to a 'multi collision (just test all potential colliding objects). As a result you get the penetration depth as a vector, which you could sum up to get a general direction to move you object (in Murmel I did this, IIRC). But probably you know that already.

~DR0ID

Michael George schrieb:
Thanks for the pointer. That looks like good stuff and I haven't come across it before. I don't think it will apply to my game because of the common case where there's a cluster of objects that you need to respond to, but I will definitely read it through in more detail.

--Mike

DR0ID wrote:
Hi

here is a good tutorial about 2d collision (probably you already know): http://www.harveycartel.org/metanet/tutorials.html