I\'d like to know if there is out there some tutorial or guide to understand and implement a Triangle-Triangle intersection test in a 3D Environment. (i don\'t need to know precise where the intersect
I have an issue similar to http://farseerphysics.codeplex.com/Thread/View.aspx?ThreadId=72364 I have a rectangle player geom, and many rectangle tile geoms lined up next to each other.
I\'m using Electro in Lua for some 3D simulations, and I\'m running in to something of a mathematical/algorithmic/physics snag.
I\'m currently evaluating the Bullet Physics Library for a 3D space game I\'m writing using C++ and Ogre3D. I\'ve gotten Ogre3D and Bullet integrated nicely by deriving from btMotionState and plugging
I have a collision resolution method in my physics engine, that goes like this: Vector2 n1pos = n1.NonLinearSpace != null ? n1.NonLinearPosition : n1.Position;
I\'m building a 2D physics engi开发者_JS百科ne and I want to add broad-phase collision detection, though I only know of 2 or 3 types:
I am writing a simple 2d physics engine that supports circle-circle collision and i can\'t figure out how to retrofit my collision resolution method to add res开发者_运维问答titution. How is a restitu
I have a physics simulation and it allows you to place area constraints, so that the bodies within will no开发者_开发技巧t exit that area. However if an atom goes past one of the \"walls\" of the area
I\'m building a physics engine and i had some sort of \"pseudo-verlet\" thing going and i wanted to upgrade it to \"real\" verlet. So i found an article and set to work. After i added what i think is
This piece of code has been taken from a game built with XNA framework. I\'d like some explanation of how it works in terms of trig and physics.