Ball Physics

Warning! Some information on this page is older than 6 years now. I keep it for reference, but it probably doesn't reflect my current knowledge and beliefs.

Sat
17
Mar 2012

Checking collision between different kinds of 2D or 3D shapes is a subject I deal with for some time. It is useful in game development to determine if some object is visible or affected by light and this if it should be rendered. I have lots of function to check such collisions in the math module of CommonLib library.

But that is only the beginning if you want to make physics. Adding physical behavior to your game requires additional calculations to correct positions and apply forces to colliding bodies. I prepared a small code snippet that implements physical 2D collision between moving circle and another moving circle (calculated by CircleToCircleCollision function), static line (CircleToLineCollision function) and static axis-aligned rectangle (CircleToRectangleCollision function).

Download: ball_physics.cpp

The code uses some good practices (like fixed time step) as well as bad practices (like Euler integration). It should be enough for a simple physics in game like a platformer.

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