Computer Science Canada

Circle to Circle Collision Detection and Velocity

Author:  Kuntzy [ Thu Jan 15, 2004 9:02 pm ]
Post subject:  Circle to Circle Collision Detection and Velocity

If anyone knows alot about Circle to Circle Collision detection and the vectors and velocity that a ball would have after such a collision, i would give all my bits and claim you to be the god of programming if you posted a good tutorial about the basics. I am not asking for competed code just some basics to work off of. Thanks!

Author:  Cervantes [ Thu Jan 15, 2004 9:22 pm ]
Post subject: 

I asked this question a lil while ago and Homer_Simpson helped me, wonder if I can help you before he finds this thread and tells you clear :p

I'll try
...
....
gah i tried, failed, and deleted it.

Here's two links from my endevours with circle collision

http://www.compsci.ca/v2/viewtopic.php?t=2700&highlight=volleyball+bouncing

or

http://www.compsci.ca/v2/viewtopic.php?t=2794&highlight=volleyball+bouncing
Cheers,

Author:  Tony [ Thu Jan 15, 2004 9:29 pm ]
Post subject: 

there's that old tutorial on pool game (circle collisions)... code itself doesnt work well, but I think it is described well enough to write your own.

Author:  Kuntzy [ Fri Jan 16, 2004 4:51 pm ]
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Thanx I didn't see the pool tutorial. Homers code was to confussing to understand for me, I need it in a more of a tutorail form, i ask the question I have already looked at it already and it didn't help me, becuase I could follow the logic of his code. Though i was an awsome program.

Author:  Tony [ Fri Jan 16, 2004 5:29 pm ]
Post subject: 

the tutorial is found here

though it's more of a trig consept to use to calculate rebound vectors after oval collision.


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