Flash Bestiary / Physics / Wheel of Trinkets |
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Wheel of TrinketsThis movie is a (significant) modification of the previous movie (clumping). Here I'm using a simpler collision algorithm that doesn't allow the balls to intersect at all, and I'm keeping them inside a rotating circle with gravity. Why? I'm trying to figure out the physics behind a kaleidoscope object cell. In nicer kaleidoscopes, you are looking at an oil-filled chamber filled with trinkets. This is a 2d-representation of a kaleidoscope object cell (without the kaleidoscope effect). I intend to make an OpenGL version of this program, using 3D physics, which will make for a very realistic kaleidoscope simulation. UPDATE: The source code below now contains an Actionscript 3 version, in addition to the original Flash MX code. The algorithm runs faster in AS3, so I've increased the number of balls. I did indeed port parts of this code to C++ to generate a set of OpenGL kaleidoscope screensavers, some years back. |
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