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 Gravity FAQ
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Great article!

 User Rating: 1469   |  Rate This User  Send Private MessageView ProfileView Journal Report this Post to a Moderator | Link

very helpful, just personal difficulties working it in with how my mapper and collision detection work, going by (32x32)blocks rather than pixels

 User Rating: 1015   |  Rate This User  Send Private MessageView Profile Report this Post to a Moderator | Link

how do you rate up an article's author?

...suggestion time!

 User Rating: 1750   |  Rate This User  Send Private MessageView ProfileView Journal Report this Post to a Moderator | Link

kick ass now i can jump


tttttttttttttttthhhhhhhhhhhhhhaaaaaaaaaaaaaaannnnnnnnnnnnnkkkkkkkkkkkkkkssssssss

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a quick note,

I believe this section is not quite right:

if (Joe.vel.y > -100) /* Limit Joe's velocity to -100 */
{
Joe.vel.y = Joe.vel.y - Joe.accel
Joe.pos.y = Joe.pos.y + Joe.vel.y
}

shouldnt you still be updating joe's position (just not the velocity in your example?)


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It might also be better to limit the velocity based on drag (which increases at the cube of speed) rather than a fixed number.



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It looks really good to me so far. I will take another peek at it though.

Some things that came to mind:

1) The term limiting velocity is also known as terminal velocity. I don't know if the uninitiated would automatically make that connection.

2) Gravity is the force, gravitation is the effect of it. The paper seems to focus more on the gravitation aspect of it. ie: It focuses more on the effects of gravity than the theory of gravity itself.

3) The post date is in 1999. I don't know if that's a bug with the ASP code used to store/retrieve the article data, or if it's actually the case.

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Quote:
Original post by ROBERTREAD1
It might also be better to limit the velocity based on drag (which increases at the cube of speed) rather than a fixed number.


The force of drag is related to the square of the velocity.

It is the energy required to counter-act drag that is the cube of the velocity.

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All times are ET (US)

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