Timeline for How to calculate the resulting velocitys and rotation speed after two concave polygons collide in 2d
Current License: CC BY-SA 4.0
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S Dec 17, 2020 at 12:28 | history | suggested | imposter | CC BY-SA 4.0 |
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Dec 17, 2020 at 9:56 | review | Suggested edits | |||
S Dec 17, 2020 at 12:28 | |||||
Sep 25, 2011 at 10:12 | comment | added | BjornW | Also in practical applications the third (and probably biggest) problem is how to achieve numerical stability and performance of the algorithm. Google for the chipmunk 2d physics engine for example and youll find a lot of featurelists most of which involve the techniques to stabilize the simulations. | |
Sep 24, 2011 at 16:12 | comment | added | genneth | This is really two separate (hard) problems. One is that of finding the contact point on two moving (possibly) concave polygons, the other is computing the (or really, "a") physically correct impulses so that you can continue the simulation. The canonical reference on this is Brian Mirtich's PhD thesis, but it's hard to find online these days; this possible correction contains a link which seems to work. | |
Sep 24, 2011 at 15:53 | comment | added | dmckee --- ex-moderator kitten | The not-very-helpful answer is "you conserve momentum, energy, and angular momentum". I don't think anyone is going to offer a general solution because "concave polygons" are a huge and varied set and collisions between them is a even bigger set. Too many different possibilities. | |
Sep 24, 2011 at 4:17 | history | edited | David Z |
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Sep 24, 2011 at 4:06 | history | asked | Griffin | CC BY-SA 3.0 |