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I changed my bouncing algorithm to a rolling one. The result is below.
A one Mb 320 x 240 version is at:
http://members.xoom.com/_XMCM/gregjohn/animation.html#POV13
It's actually the most simple one to date. The particles do not actually
consider each other's presence (no collision avoidance or bouncing).
The acceleration of the particle is simply the x & z components of the
normal at the particle's location. If there's interest, I can make a
page with the algorithm like I did with the boids...
I think I know how to make a texture on the particles themselves rotate
properly for the motion they make across the surface. It think however
that my approach would be very inelegant and a real programming
headache. Any pointers?
Q: Is there an easy way in matrices to say:
I rotated <13,5,5>, then <14,4,2>, then,....
Can I just add these up somehow?
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Attachments:
Download 'bounceroll05.mpg' (455 KB)
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