http://members.xoom.com/gregjohn/animation.html
Yes, it is a great headache to calculate true collisions between:
1) complex object A and complex object B
2) three rigid objects ( _This_ is why a perfect billiard simulation is
difficult).
"Greg M. Johnson" wrote:
> I have examples of all of these on my page (which BTW might not be functional as
> of this hour) at:
>
> Matt Giwer wrote:
>
> > 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.
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