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"Chris Huff" wrote:
> Well, you could just kill any particles that get
> inside the object...
That's what I'm gonna do if nothing else works the way I want. I was going
to add "kill objects" anyway.
> I plan to have this as an option for my particle
> simulation (though it will be implemented as
> "killspaces" which remove any particle that enters
> them).
Same here.
> It would be better to just write your collision
> algorithm to make sure that the particle won't
> be on the other side of the surface after being
> updated...
As far as I know I have done that. And it works in the vast majority of
cases.
> if you have done this, I don't know what the problem is.
Me neither. I'll have to see if I can debug it more effectively.
Rune
--
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