According to Newton's second law, when force such as hard (strong motion) and soft (weak motion) is applied to an object, the acceleration will change proportionately. In the case of our balloon passing responsive environment, the harder a participant returns the balloon to the second player, the faster the speed (acceleration) of a balloon will travel. However, the balloon will not travel at the same speed as the speed in which the participant hits the balloon. The reason behind this is because of drag force, an opposing air force that slows down the balloon speed.
The problem is how would we simulate this physical phenomena in Max 5. Our solution is to track the participant as a blob and through using a boolean expression to find out when our blob has collided with the balloon. In parallel, we are also tracking the speed of the blob. When collision occurs, we would store the speed value at collision and use it in the equation: F = m x a. A (speed will) be multiplied by m (trial and error number that is greater than 1) to best simulate the mass of a balloon in a virtual environment.
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