This is a problem that really has nothing to do with the C++ language, which

is what is discussed here. You might try a *** or simulation newsgroup

(although I have no idea what those might be), or do some searches on

groups.google.com, using terms like "simulation", "modeling", and

"collision".

That said, making some very strict assumptions (as you have), it is possible

to make the model totally deterministic, such that the same initial

conditions would result in the same "final" state, but any formula to

compute that final state would be horrendously complex (assuming it's

possible at all). Most likely, you'd have to rely on simulation techniques.

One approach might be to find the "next" collision (in time) from any given

set of conditions, then move everything to the state they'd be in at that

time, make your changes to the state of the balls due to the collision, and

repeat the process. At the point where the "next" collision comes later in

time than the desired final state time, step forward just to the final state

time and report your results.

How to calculate the "next" collision, and how to make the transformation(s)

at that point in time, are, as they say, exercises left to the reader. :-)

-Howard

> groups.google.com, using terms like "simulation", "modeling", and

I have done those searches. Everyone seems to be using iterative

aproximations.

This is what I am interested."Is it possible?" "If so, how" "if not, why

not"

I have done those searches. Everyone seems to be using iterative

aproximations.

This is what I am interested."Is it possible?" "If so, how" "if not, why

not"

Also apologies. I know this is the wrong group for this question. I tried in

alt.math and alt.sci.physics but most people didn't understand the question.

You did, so I answered here :-p

For a good reason.

Theoretically it is possible. The billiard players do it all the time.

But as said: taking everything into account it will get tremendously

complex.

You might start with simplifying your billiard model. Personally I would

drop the problem of accounting for rotating balls first. They induce a drag

and the balls don't wander on straight lines any more. But straight lines

simplify the model, since their intersections can easily be computed.

The main problem in simulation is always the same: Reality is much to

complex to do a complete simulation. You need to accept some simplifications

all the time.

--

Karl Heinz Buchegger

XXXX@XXXXX.COM

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