Timeline for How do I resolve a collision involving more than two objects?
Current License: CC BY-SA 3.0
12 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 2, 2014 at 13:09 | history | edited | Rasoul | CC BY-SA 3.0 | added 24 characters in body |
| Aug 30, 2014 at 20:57 | comment | added | Anko | @Rasoul That still makes this a special case of the more general problem. | |
| Aug 30, 2014 at 20:54 | history | edited | Anko | CC BY-SA 3.0 | Clarified some grammar. |
| Aug 30, 2014 at 8:14 | history | tweeted | twitter.com/#!/StackGameDev/status/505629655094013952 | ||
| Aug 29, 2014 at 14:24 | review | Close votes | |||
| Sep 23, 2014 at 21:43 | |||||
| Aug 29, 2014 at 14:11 | comment | added | Rasoul | @Icy: Thanks for the link. I have already seen that question. But my problem is different. In my case, the initial configuration (poses) of the objects given to my collision resolver engine might be overlapping. At the first step, I would like to be able to make all overlapping volumes between each pair of objects zero, and then running a physics simulation for the resolved configuration... | |
| Aug 29, 2014 at 14:11 | answer | added | Roy T. | timeline score: 2 | |
| Aug 29, 2014 at 14:05 | comment | added | Icy Defiance | possible duplicate of How to separate colliding objects without creating more collisions | |
| Aug 29, 2014 at 14:00 | history | edited | Rasoul | CC BY-SA 3.0 | added 4 characters in body |
| Aug 29, 2014 at 14:00 | review | First posts | |||
| Aug 29, 2014 at 16:01 | |||||
| Aug 29, 2014 at 13:54 | history | edited | Rasoul | CC BY-SA 3.0 | deleted 4 characters in body |
| Aug 29, 2014 at 13:48 | history | asked | Rasoul | CC BY-SA 3.0 |