[_] Mechanics
Tom Gidden
tom at gidden.net
Fri Dec 1 17:51:43 GMT 2006
On 1 Dec 2006, at 17:36, Stuart Gallemore wrote: > I think you may want some game physics rather than real physics by the > sound of it (i.e. faked ones that look right but are quick to > calculate by iterative changes through a time frame and cartesian > coordinates). > > In my experience of applying physics to widgets, games flash etc is to > understand the concepts, then screw the actual physics and make > something that just feels right and runs fast. Usually give your self > a lot of parameters and tweak them until it all looks lovely. Yeah... that's pretty much the way I'm going. I mocked up a particle- based system (with Verlet Integration), but Javascript in Firefox is just too damn slow for the number of particles, rods and sticks I'd need for a *decent* simulation of what I want. So, I was hoping to get enough of a real solution for the polygon collision just for the first frame after impact to initialise sensible motion and then scale back to the less accurate model for subsequent frames. Then I realised how little I know about the real physics of the thing, and thought it'd be worth swotting up on it first :) If I don't get much further with the cheap way, I think I'll be looking into that book you suggested. Cheers, -- Tom Gidden http://gidden.net/tom/