Quote:
>>Don't push back after a collision, predict a collision before it happens.<<
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>>you don't want to just push back, you want to push back by the pentration depth of the collision. That's not the same as negating v.<<
I'm not even going to ask you to explain how to do these things. I'm just gonna get a book .
Too bad, I'm gonna explain them anyway!!! By predicting it, I believe Brian was trying to say something like: Next frame, object A will be here, which will mean there will be a collision with object B. move it next to object B instead of inside of it. Which is also what I was getting at. Since you don't have the luxury of going at the speed of true real time, you have to make up for some of the time loss.