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Answer by geforce for "Realistic" collision in pong

You should simply reverse the x or y value (change the sign) when colliding with a wall, window, etc.

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Answer by meriton for "Realistic" collision in pong

I think you want to do Velocity = Velocity + 2 * normal * Vector2.Dot(Velocity, normal);(where normal is the normalized surface normal pointing out of the surface the ball collides with)Rather...

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"Realistic" collision in pong

I want to write a pong in C# and XNA with friction and bounce. I tried to implement the collision as described by Garet Rees in a previous question.Here is the basic algorithm I use for pong:Seperate...

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