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Christopher James Huff wrote:
>Try just using a scale factor for the percentage of kinetic energy the
>ball keeps after bouncing. A superball (high-bounce synthetic rubber
>ball) would be around 0.9, a rock more like 0.05. Take both the object
>and the surface it hits into account (maybe the average of both
>"elasticity" values). If you want a "stop" point, consider it stopped
>when the speed (length of the velocity vector) drops below a certain
>threshold.
A code example would certainly help, and some info to go with it would help
even more. I haven't had any experience in physics simulations, yet. I have
made some simple animations of objects moving along splines, and a falling
sphere, though.
Rohan _e_ii
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