800imawesome
#115252105Saturday, October 12, 2013 4:19 AM GMT

Maximum velocity may be hard to integrate, but I love the concept. Support.
AxisAngle
#115300907Saturday, October 12, 2013 7:38 PM GMT

Maximum (terminal) velocity is an innate part of air physics.
AxisAngle
#115301065Saturday, October 12, 2013 7:40 PM GMT

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
oseday
#115302148Saturday, October 12, 2013 7:51 PM GMT

MaxVel = (p.Size.X * p.Size.Y * p.Size.Z) / p.Density Rite?
AxisAngle
#115303036Saturday, October 12, 2013 8:00 PM GMT

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.
oseday
#115306290Saturday, October 12, 2013 8:33 PM GMT

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.
Murlix
#115310041Saturday, October 12, 2013 9:12 PM GMT

MY GOD. SUPPORT. THIS IS SO MUCH FUN. ~_Add 1,602 to my post count
AxisAngle
#115352188Sunday, October 13, 2013 4:55 AM GMT

Sweet!
Roiye
#115355238Sunday, October 13, 2013 5:39 AM GMT

Infinite supports :o Someone needs to use that script to make falling leafs off a tree or something.
AxisAngle
#115371970Sunday, October 13, 2013 1:24 PM GMT

Hmm, That would be cool
AxisAngle
#115382653Sunday, October 13, 2013 3:52 PM GMT

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)))
oseday
#115421777Sunday, October 13, 2013 10:03 PM GMT

Defined by the smallest surface... Doesn't really makes sense since it won't always fall at that way.
AxisAngle
#115444859Monday, October 14, 2013 1:52 AM GMT

No, it makes complete sense. That is its maximum velocity. It's maximum possible velocity.
marcopolo444
#115445196Monday, October 14, 2013 1:55 AM GMT

support. plus that game is awesome.
AxisAngle
#115460500Monday, October 14, 2013 4:49 AM GMT

Sweet.
bluesergent
#115461385Monday, October 14, 2013 5:05 AM GMT

impressive,support
AxisAngle
#115497387Monday, October 14, 2013 6:40 PM GMT

Even sweeter
AxisAngle
#115499563Monday, October 14, 2013 7:09 PM GMT

I'll revive this thread in a week or so.
AxisAngle
#115573302Tuesday, October 15, 2013 5:36 PM GMT

Nvm, I'm reviving it today.
AxisAngle
#115784089Friday, October 18, 2013 5:06 AM GMT

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.
Shadowlord639
#115785098Friday, October 18, 2013 5:35 AM GMT

Full Support
JeffTheHamster
#115941591Saturday, October 19, 2013 9:46 PM GMT

Bump
AxisAngle
#115978522Sunday, October 20, 2013 3:18 AM GMT

Thank you for bumping. I made a series of big updates. I changed a lot of stuff.
AquaRaider1
#115983414Sunday, October 20, 2013 4:10 AM GMT

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.
AquaRaider1
#115983462Sunday, October 20, 2013 4:11 AM GMT

Which brings me to the point that gravity should be optional as well.