Heh, I thought about that one, but I was too lazy to check what to replace with the mirror code.
Anyway, it's amazing what one can achieve with even just a slight grasp about how uv coordinates work and some trial and error... here's some variants with crazier tiling.
JumpBounceDownUpJumpBounceDownUpJump, Bounce, Up, DownI went out on a dateWith a girl, a bit lateShe had so many friendsI brought my pogo stickJust to show h...
but that's horribly more complicated - angular-momentum means adding another kind of energy (which you have to keep constant in the sum).
without rotation it is quite simple:
@bounce:
- separating tangential and orthogonal property of the motion vector
- switching the orthogonal property of the velocity vector of the two balls (assuming an equal mass)
if you can tell me the formula for impuls transmission with angular momentum, i will see what i can do
(maybe it's in one of my game-programming books... )
but i will hardly derive this on my own, maybe if i can't sleep in
and one more thing: adding a rotation would also mean 2 more variables per shape (rotation speed and current angle), and i already use 4 vars per shape... but you have only approx. 20 variables at all. - if i am lucky, i can do it with 3 shapes.
btw: here's one 'tracer ammunition' precursor of the original bouncing balls preset - just for the case that you like to do some further tests on your own
(NB: 'using tracer ammunition' is a concept described in the book 'The Pragmatic Programmer' - http://www.amazon.com/Pragmatic-Prog...7882701&sr=1-1 )
dammit, i fixed one sign error but produced another one
now this one looks most convincing to me.
you can fix the template by mashing the motion/equations from this preset to it.(if you want to produce remixes)
and another episode of 'learn a lesson from a gifted'.
sometimes things flow to me and i just can't disguise.
again i reinforced the original bouncing cubes by reclaiming the full screen and doing some great shading effects.
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