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I think dividing objects into meshes and particles make things easier with
complex objects. A set of particles connected with very stiff springs are
lots of work to calculate, but fairly easy to implement and to work with. As
long as the object (which is made of those particles) don't deform too much,
people won't see it. But it's SLOW!
"Warp" <war### [at] tag povray org> wrote in message
news:3df099b9@news.povray.org...
> Slime <slm### [at] slimeland com> wrote:
> > If you're having multiple particles moving at the same time, you can't
rely
> > on trace to see if they intersect; that only works when only one of them
is
> > moving. You have to analytically solve for the time at which the
distance
> > between the centers of two particles is equal to the sum of their radii.
>
> And that's with spheres. If you are making, for example, a billiards
game
> simulation, that's enough.
> However, if the objects are not spheres, you will be asking even for
> more trouble... :)
>
> I think that the "big boys" of CG use programs which cost lot$ and lot$
of
> money for their animations with full collision detection of objects (I
suppose
> which are made of triangles or NURBS).
> And I suppose that even those programs can't calculate everything in
> real-time...
>
> --
> #macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb
x]
> [1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
> -1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// -
Warp -
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