[ODE] Collision response etc
Nate W
coding at natew.com
Tue Jan 28 22:43:02 2003
On Tue, 28 Jan 2003, Byron Wright wrote:
> I would really like to take advantage of the physics engine and use
> "real world" values to simulate "my world". Also, if I know the forces
> involved when the objects collide I could also do things like adjust
> the amplitude, frequency and such of the sounds... the harder the
> impact the louder the bang!, objects might have different frequencies
> and amplitudes based on their mass and the magnitude of the forces
> (although a very dumbed down simulation).
Suppose you make noises as a function of the jerk applied to an object?
That is, the change of the total acceleration of an object from one step
to the next? A huge jerk might be a pretty good indicator of a collision.
It simplifies things a bit in that your noise-making code would only be
looking at a single objects when it decides what noise to make... that
might be too simple, but then again it might be efficient and
realistic. I dunno... comments?
--
Nate Waddoups
Redmond WA USA
http://www.natew.com