Skip to main content

Timeline for Bouncing Balls in angular movement

Current License: CC BY-SA 3.0

6 events
when toggle format what by license comment
May 23, 2017 at 12:37 history edited CommunityBot
replaced http://stackoverflow.com/ with https://stackoverflow.com/
May 26, 2016 at 15:47 comment added Dan It's also worth noting that dividing by 2 indefinitely will never reach exactly zero, so it's probably a good idea to implement an epsilon check for resting objects. e.g. in the update function where you are setting position based on velocity, do something like if (vel.x < epsilon) vel.x = 0.0f; and likewise for y; where epsilon is some negligible velocity e.g. float epsilon = 0.001f.
May 26, 2016 at 15:43 history edited Shaun Wild CC BY-SA 3.0
added 246 characters in body
May 26, 2016 at 15:42 comment added Shaun Wild Oh, yes. Very true thanks for spotting that. I'll edit my answer.
May 26, 2016 at 15:37 comment added Dan I don't think reversing both velocities for every collision is correct. You'd more likely want to reverse only the component which is perpendicular to the collision surface.
May 26, 2016 at 14:43 history answered Shaun Wild CC BY-SA 3.0