Circle Collision Update
September 30th, 2007
I updated my tutorial on dynamic circle collision detection in Flash to demonstrate a more physically realistic reaction. Reaction is given only to illustrate how to implement the results of the detection scheme, but is physically viable.
Excellent work, i cant wait for your release, What would really be amazing and i would kill for would be a blob class, i have been trying for ages to get a working blob in flash but have never been able to get it to work just right.
Thanks Jason. A blob would be best suited as a collection of softly constrained particles. Because FOAM, for its first release, will be strictly rigid bodies- it wouldn’t be the right way to go for a blob… I’d recommend looking into either Fisix or APE which are both very well suited for such a problem.
That said, FOAM was developed to allow for particles et al… it’s just not there yet.
I have been using ape for a while, but i cannot get blobs to work. When will you be releasing your engine? I could test a beta for you if you want.
Hey drew, I am digging your work on rigid body physics. Please send me an email if you are looking to release some code for beta testing (or otherwise). Cheers.
Hey Dan- I’m planning to release an alpha within the next week. I’ll shoot you an email- thanks for your interest!
Hi Drew!
I wondered, where the equation x(t) in your collision detection is deduced from and why exactly to choose the variables the way you did. I am trying to understand the Physic and Math behind it, but this point seems unclear to me. Could you explain that please?
Still: Great job! Keep it Up!
Tobi