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Josh English <eng### [at] spiritone com> wrote:
: If you have a bunch of spheres, then collision detection is easy, but
: costly in parsing time.
You mean easy relatively speaking?-)
Yes, it's easy in the sense that you can easily write the appropriate code
with pov-script (even with pov3.1).
But the math is not so easy. You need to know some physics math (momentum
calculations and so on) to get the collisions, resulting speeds and directions,
etc accurately.
For example, it's not easy at all to make the math to simulate a pool
game (and this is in 2D).
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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