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Posted 05 March 2012 - 07:37 AM
Posted 06 March 2012 - 03:58 AM
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Posted 06 March 2012 - 10:04 AM
Posted 06 March 2012 - 01:37 PM
Posted 06 March 2012 - 08:11 PM
Posted 07 March 2012 - 01:32 PM
I don't have time to write code for you, but here are some ideas for getting more information into your equation and simplifying the problem.
1) Keep in mind that there may be many jump angles/velocities that land you in the same spot. You can simplify by locking your angle to 45 degrees. (or whatever angle works best for you)
2) If you know the maximum height of your arc, and your acceleration due to gravity, then you also know the time it takes to rise to that point.
3) You posted a lot of formulas you're looking at, but i find diagrams and descriptions a little easier to convert into code:
I'll post more when I have time if this was too cryptic :-)
Posted 09 March 2012 - 12:42 AM
Posted 09 March 2012 - 06:35 AM
Your system should have a constant g, should it not? Your entire world would have some form of gravity, and your character that is finished will probably be using the same constant.
At mid jump, the apex, your V0y would be 0. At the start and the finish, your V0y would be 0. Mid-jump, your V0y would be your previous Vy. I may be wrong on that very last statement, but I don't think so. If V0y was to consider your initial jump's starting velocity, the character is not moving, so that would fully eliminate V0y * t.
EDIT: As an afterthought, and due to it being late, V0y would be a function included in your equation for y, and each point during the jump would recalculate the equation with a different t: y = (g * t + V0y) * t - ((g * t^2) / 2) where V0y is the very first velocity you want to give the character to jump.
-- To clarify: (g * t + V0y) is the velocity the character is at at the end of the last update.
Posted 10 March 2012 - 11:45 PM
Posted 13 March 2012 - 08:33 PM