a way to stop Geos from going through themselves?

I have multiple Geometrys and they’re all on separate noises so occasionally they go through each other
is there a way to stop them from going through each other
giving them a forcefield kind of thing?

I’ve tried something similar in the past, I don’t think I was able to use force fields. The problem as I recall is that you would need to assign each object to the position of a particle, then assign the position of the force fields to those same particles, then feed that back into each particle. This leads to infinite recursion errors not to mention just a lot of complexity in managing more that just a few objects.

What I ended up doing was have 1 main object that influenced the position of other objects through using an Object CHOP to compare relative position. It was a hack at best and only worked for a few objects.

I guess you could find collisions by using a Boolean SOP set to “intersect” and testing to see if you get polygons. If so you know they are intersecting and should be moved apart. But, which direction and by how much would be the trick.

Testing for object intersections and resolving collision errors in real time is a difficult task, you might be better off finding a way to generate non-colliding positions for the object in advance. Take a look at Greg’s avoid.tox, viewtopic.php?f=22&t=2849, there may be some ideas there for you.