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This physics engine works with penetration detection of any object. If a penetration (intersection) is detected the simulation will run backwards and forwards in frame-time, untill a accurate collision time is found. After that, the last detected collision is resolved.

More features:
ConvexPolygons as Springmodels
Time-exact simulation resolve
Space-Subvision by grids

source

zio wrote...

Hi. I’m interested in this experiment.

How do you calculate collisions?

Thank you and great job!

André Michelle wrote...

I’ve updated the description and leave the source-url.

zio wrote...

Very thanks. It’s simply amazing!

Jonathan wrote...

Wow! Its very good! It is hard to find out a good example of this kind of things, thank you very much!

Ramon wrote...

Great stuff.

Stephen Matthews wrote...

I was working on something very similar to this at Photobox - so I’m going to have a look at what you are doing and see if we were going down the same path. This works great - nice demo. it’s smooth even on my aging Powerbook G4.

Jürgen Werle wrote...

Hi everybody,

I think this is a very good approach. I played around with the code and found a very little bug in the frame (frame.as) where in the constructor the line for the aabb setting should be:

aabb = new AABB(x,x+width,y,y+height);

Then collision works fine with frames too.

Thanks again André for your great work!

Jürgen

wonderwhy-er wrote...

Hello there. I am big fan of your works. I am playing(programming) with alike thigns my self alot. You can check some works on my DA page.
Can you advice some articles about space-subdivision?

bb wrote...

Corey M wrote...

Error: Simulation.getNearestCollision unsolvable.
[object CollisionConvexPolyEach]

I broke it.

josh wrote...

I managed to drag the straight like outside the boundaries :) no luck with the other shapes.

Carlo wrote...

This is Sooooooooooooooooooooooooooooooo
Cool

namemason wrote...

Sometimes it seems like all the best flash work on the web has your name on it, André. You’re unbelievable.

CraigJ wrote...

the law of conservation of momentum: in an isolated system the total momentum of the objects before the collision is equal to the total momentum of the objects after the collision. There’s a formula for it too.

But, this is a great example

namedarkpilgrim wrote...

Hey, cool. I’d like peek into your source.Thx!

Ghulam Abbas Khatri wrote...

So nice, great work!!
keep up (y)

ORB wrote...

Sweeeeeeet!

xero wrote...

this = awesome
cant wait to see come code!

olli wrote...

i like all your experiments and your my big idol, thank you for your fantastic ideas

piefeace wrote...

im baffeld that this is flash

temporary wrote...

omw.. this is insane. you are just soooo good. Im a flash noob sorta but you just made me feel like an insect compared to your level of work. keep it up

RG wrote...

Any plans to open source it?

josh wrote...

This source file isn’t unzipping for me. I’m on a mac.

josh wrote...

Yeah, looks like a pc/mac issue. I tried the ZIP on a PC and it worked.

namevit wrote...

line fall out area over pressure by other figures

Brian Andersen wrote...

very impressive ! ;)

leonardo BRando wrote...

the line disappears..
error: simulation.getnearestcolision unsolvable

MAMELO wrote...

Can someone mail me a 500(or 1000) objects colision swf …..(with real FPS counter :D )

James wrote...

I broke it, somehow. “Error: Simulation.resolve unsolvable”.

romen wrote...

Looks OE-CAKE & Not OE-CAKE This Flash CS4

name rbw wrote...

If you can to insert this in synthesizer…like a controls of ALL control knobs.. with this awesom inertia.. and it’s a big possibility to do graphic syntesizer.. for example we have OSC in form of this your object.. and with the motion of figure we can create the sound. It’s.. a dream. Make music by feelings. Little motion - we have a melody.
Dream…

Jaleel Abu wrote...

Great. This is what i dream to do. great job

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