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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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