- #1
bkenwright
- 7
- 0
Hi all,
I'm currently trying to write a simple physics demo with cubes, and am looking for the best way to handle penetration.
One method I was looking at is to back-track the collision detection till we find the point of intersection within some limit.. i.e.
collision at dt, so we step back dt/2 again and again till we have a hit within some limit...the only problem I'm having is...what if you have an object hitting the ground at dt of 0...doen's this mean our time step value is 0?...so the object increment is 0...hmmm.
Any ideas would be great.
Thanx
Ben
=)
I'm currently trying to write a simple physics demo with cubes, and am looking for the best way to handle penetration.
One method I was looking at is to back-track the collision detection till we find the point of intersection within some limit.. i.e.
collision at dt, so we step back dt/2 again and again till we have a hit within some limit...the only problem I'm having is...what if you have an object hitting the ground at dt of 0...doen's this mean our time step value is 0?...so the object increment is 0...hmmm.
Any ideas would be great.
Thanx
Ben
=)