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Question by xainulabdeen · Nov 15, 2018 at 01:00 PM · collisionphysicsparticle system

How to make physics collision dotted simulation like bubble shooter ?

Hye! guys i want to achieve dotted physics simulator as shown below

alt text Im have done some sort of work previously by Unity particle system .They are working fine but the problem is when rotate the pointer a wave is formed . Is there any other way

89092-screen-shot-2017-03-01-at-123945-pm.png (101.9 kB)
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Answer by Matt1000 · Nov 15, 2018 at 02:36 PM

I have done things like this in a 3D environment with gravity so I think the same solution should do the trick. First, you need to know exactly how the ball will execute it's physics once you shoot it. In my case, I considered gravity equations and free fall but this seems simpler so don't worry.

Then, you need to have a method that will iterate based on the initial settings you give it (direction, speed, etc.) and simulate the ball's movement. Whenever this simulated ball touches a wall you should change its direction and save that point in a list. Finally, when the ball touches another one save that point too, end the iteration and return the list with all of the points.

Those points are all the extremes your line should touch, in that same order. Just remember having the initial position too and that's about it. It's easier once you start writing it.

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Answer by hectorux · Nov 15, 2018 at 02:23 PM

I think(I have never done something like this), that you have to make your custom game physics. Then, knowing the rules of your physics set a dot every X distance or time. If your game works as simple as the bubble, then it will be easy, just check with what collides using a raycast, then calculate distance and using reflection you know the direction of the bounce with the wall

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avatar image xainulabdeen · Nov 16, 2018 at 05:55 AM 0
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@hectorux i have tried your approach I think its simple and makes sense.! By the way thanks for your quick response.

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