Alice Community spherical collision & rebound angles

 spherical collision & rebound angles
John_Clark
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spherical collision & rebound angles - 01-25-2008, 11:18 AM

Hey I'm doing a pool game, as you may have seen from my other thread, but I have run into some issues. One is that I need help with spherical collision & rebound angles. Number two although is a bigger issue, I'm only a Jr in High School and I don't know alot about physics and next to nothing about Trig so I really need help with both of those although I need more help with rebound angles, so anyone have any idea/equasions that could help out?

P.S. I've added the pool game on here as well if people want to take alook although I haven't done a huge amount to it yet.
Attached Files
 Pool.a2w (908.7 KB, 522 views)

Last edited by John_Clark; 01-25-2008 at 11:36 AM.

 DickBaldwin Guest   Status: Posts: n/a 01-25-2008, 01:15 PM Here is a link to some information on collision detection in 2D. This approach should work well for pool balls if you extend it to 3D, (which is not necessarily a trivial task for someone with a weak math background). http://www.jumbooks.com/books/Comput...l/lib0136.html Perhaps there is someone at your high school who can help you with the math issues. However, this won't help you with the rebound issues. To be frank, it sounds to me like you may have taken on a project that is beyond your current educational level. A computer program that simulates a pool game is simply a model of something that happens in the real world. If you are unable to create and understand a mathematical model of what happens in the real world, it is unlikely that you will be able to write a computer program to model it. Just in case you haven't found it on the web, here is a link to an article about the math of a billiards game: http://archive.ncsa.uiuc.edu/Classes...send/math.html But, don't give up. You may be able to learn enough on the fly to make it all work. PS: Under the stipulation that the pool balls must remain on the table, you can consider this to be a problem of circles moving in a 2D space instead of spheres moving in a 3D space. This will make the task much easier than would be the case if it were spheres moving in a 3D space, but still fairly difficult. Dick Baldwin Free Alice tutorials: http://www.dickbaldwin.com/tocalice.htm Free programming tutorials: http://www.dickbaldwin.com/toc.htm Last edited by DickBaldwin; 01-25-2008 at 01:36 PM. Reason: Clarification
 DickBaldwin Guest   Status: Posts: n/a 01-26-2008, 09:14 PM See algorithmancy.8kindsoffun.com/HStrig.ppt It deals with hockey puck collisions and you may find it helpful. Dick Baldwin Free Alice tutorials: http://www.dickbaldwin.com/tocalice.htm Free programming tutorials: http://www.dickbaldwin.com/toc.htm
 John_Clark Guest   Status: Posts: n/a 01-28-2008, 11:15 AM Ok thanks, and luckily I do know some people that can help as well as a kid whos may end up going to MIT so I should be able to do this, and it helps that I'm a fast learner.
DickBaldwin
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01-29-2008, 10:37 PM

Quote:
 Originally Posted by John_Clark Ok thanks, and luckily I do know some people that can help as well as a kid whos may end up going to MIT so I should be able to do this, and it helps that I'm a fast learner.
Fantastic. I hope you succeed.

Dick Baldwin
Free Alice tutorials: http://www.dickbaldwin.com/tocalice.htm
Free programming tutorials: http://www.dickbaldwin.com/toc.htm

 John_Clark Guest   Status: Posts: n/a 02-05-2008, 11:16 AM Ok, I think I have the general idea on how to do everything I need to but now I'm just wondering how I should set up the equasion and if I should set it up in some if else statements imbeaded in each other or to use if else statements in some kind of loop

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