

Some simulators estimate the time of collision by linear interpolation, roll back the simulation, and calculate the collision by the more abstract methods of conservation laws. Due to the low softness of some materials this is very CPU intensive. Some use the softness of the material to calculate a force, which will resolve the collision in the following time steps like it is in reality. Physical simulators differ in the way they react on a collision. Compromises are allowed, so long as the resulting simulation is satisfying to the game players.Ĭollision detection in computer simulation While computer simulation needs to simulate real-world physics as precisely as possible, computer games need to simulate real-world physics in an acceptable way, in real time and robustly. Video games have similar requirements, with some crucial differences.

This particular example also turns out to be ill conditioned: a small error in any calculation will cause drastic changes in the final position of the billiard balls. A program to simulate this game would consist of several portions, one of which would be responsible for calculating the precise impacts between the billiard balls. Given a force applied to the cue ball (probably resulting from a player hitting the ball with their cue stick), we want to calculate the trajectories, precise motion and eventual resting places of all the balls with a computer program.

An initial description of the situation would be given, with a very precise physical description of the billiard table and balls, as well as initial positions of all the balls. The physics of bouncing billiard balls are well understood, under the umbrella of rigid body motion and elastic collisions. In physical simulation, experiments such as playing billiards, are conducted. ( March 2020) ( Learn how and when to remove this template message) Please help rewrite this article from a descriptive, neutral point of view, and remove advice or instruction.
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