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The problem is easy if you limits your desires to one or more of the following:
1) Have collision avoidance, where a flock of particles each exert a
REPULSIVE FORCE on each other;
2) Have a particle STEER to find lower-collision-probability directions for
travel;
3) Have one particle be treated as a point, with no limits on the complexity,
concavity, tortuosity, etc., of the object it collides into.
I have examples of all of these on my page (which BTW might not be functional as
of this hour) at:
Matt Giwer wrote:
> GrimDude wrote:
> >
> > Has anyone done anything like this?
>
> If you remember that collision detection is an exhaustive test, yes,
> lots of people have done it. Collision detection in game machines are
> dedicated sprites and colligion registers or are background parallel
> routines in machines without collision registers.
>
> If you are going to drop random sized and shaped things into your POV
> file rotsa ruck on finding a fast was to avoid collisions.
>
> There are plenty of strategies for it depending upon what you have in
> mind.
>
> --
> The US fought Germany in WWII because Germany
> declared war on the US.
> -- The Iron Webmaster, 30
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