   Real Time Collision Response in Muti-Object Interactive Environment Problem
  I Was struggered in Real Time Collision Response in Muti-object interactive environment, Will someone figure out a proper solution to this question?If there are two dynamic objects (OBB) collided, when the collision was detected, the first collision time and the interval depth were given according on calculating the motion of two objects. The calculation is:1: Use seperate axis theory to find the first collision time, the movement of the object was updated so we get the velocity by (( previous position - current position ) / update time )2: Because we post the collision from object to object, so we adjust the position of one of there objects using response code;3: When we post the other object, the question occured : a: In this delta time Period, we update the object one by one, and collision was happened after the position updates. so when we dispose the collision of a object, we need the information of two objects' motion. but how did we know when a object was disposing the other object was updated or not?b: In another time, when a object's collision was disposed, we need to dispose the other object, so another question was occured: the change motion of the other object( caused by collision adjustment ) will influence the calculation of current object's first collision time and the interval depth. How to solve it! appreciate! thanks![Edited by - sd2602061 on June 11, 2009 10:05:37 PM]
  May be my method was not proper! if some other better response method can avoid the question, please do me a favour and tell me! thanks   ;  hm... can't fully understand your question, but here is my 2 centswhy shouldn't you have the object velocity in the first place?if you do not have velocity then maybe what you are looking for is clipping, move back the objects so they don't collideand usually, for games, even if you want to simulate a few iterations per object (if necessary for sliding behavior instead of bouncing) within a frame, you will just try to do all iterations in a row for the object, and not solving the first time contact among objects in global then response then repeatbut if you are modelling realistic physics, probably you will be looking for something like contact physics (forgot, someone correct me?), all you need is contact points and penetration depth then apply forces & torques accordingly. and its not continuous physics   