One Eyed.
I guess the problem is that you have to check collisions in the each object against every single other object, in such a way that doesnt repeat any checks. Are you using frame independent collision checking code?
With so many collisions, you will need to know if a collision happened since the last frame you were able to check them.
I have been reading about such maths checking for circles/ balls recently the maths involves quadratic equations which provide you with collision checking but not the responses. Quadratic equations always provide two possibilities for the answers,when the collision will take place, when it will stop taking place (under the current movement/acceleration etc).
This code can also tell you if in the past, during the present frame or on which frame in the future a collision will occur.
IPete2.
I guess the problem is that you have to check collisions in the each object against every single other object, in such a way that doesnt repeat any checks. Are you using frame independent collision checking code?
With so many collisions, you will need to know if a collision happened since the last frame you were able to check them.
I have been reading about such maths checking for circles/ balls recently the maths involves quadratic equations which provide you with collision checking but not the responses. Quadratic equations always provide two possibilities for the answers,when the collision will take place, when it will stop taking place (under the current movement/acceleration etc).
This code can also tell you if in the past, during the present frame or on which frame in the future a collision will occur.
IPete2.