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Maximum velocity may be hard to integrate, but I love the concept. Support. |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
Maximum (terminal) velocity is an innate part of air physics. |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
Oh, and it's not a concept as it's already been created... by me. I just want it to be an optional part of the ROBLOX physics engine |
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osedayJoin Date: 2008-08-27 Post Count: 1308 |
MaxVel = (p.Size.X * p.Size.Y * p.Size.Z) / p.Density
Rite? |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
Wrong, but good try.
It should be:
MaxVel = (p.Size.X * p.Size.Y * p.Size.Z) * p.Density
But that would still be wrong, because, think about this. If you drop an arrow sideways, it will fall a lot slower than if it's dropped facing straight down. It's max velocity is determined by it's orientation. |
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osedayJoin Date: 2008-08-27 Post Count: 1308 |
I've accidentally pressed "/" because I'm on phone...
Max velocity does not determine how fast will it accelerate to fall, so it's not wrong...
It determines how fast it can drop. |
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MurlixJoin Date: 2013-08-18 Post Count: 1226 |
MY GOD.
SUPPORT.
THIS IS SO MUCH FUN.
~_Add 1,602 to my post count |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
Sweet! |
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RoiyeJoin Date: 2013-01-28 Post Count: 3146 |
Infinite supports :o
Someone needs to use that script to make falling leafs off a tree or something. |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
Hmm, That would be cool |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
The the actual equation would, as a result be p.Density / (math.min(p.Size.x, p.Size.y, p.Size.z) * math.max(math.min(p.Size.x, p.Size.y), math.min(p.Size.x, p.Size.z), math.min(p.Size.y, p.Size.z))) |
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osedayJoin Date: 2008-08-27 Post Count: 1308 |
Defined by the smallest surface... Doesn't really makes sense since it won't always fall at that way. |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
No, it makes complete sense. That is its maximum velocity. It's maximum possible velocity. |
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support. plus that game is awesome. |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
Sweet. |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
Even sweeter |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
I'll revive this thread in a week or so. |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
Nvm, I'm reviving it today. |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
8 6 7 5 3 0 9!
(az*iv.z-ay*v.z, ax*iv.x-az*v.x, ay*iv.y-ax*v.y)
^Secrets. |
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AxisAngleJoin Date: 2008-06-16 Post Count: 1319 |
Thank you for bumping. I made a series of big updates. I changed a lot of stuff. |
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While realistic air physics sounds nice, what if I want to make a space game? There's no air in space, so this would be highly unrealistic. If it must be implemented, please make it optional. |
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Which brings me to the point that gravity should be optional as well. |
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