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Hairie

Member Since 13 May 2012
Offline Last Active Dec 08 2012 11:12 AM

Posts I've Made

In Topic: How do I reset my game?

04 December 2012 - 01:57 PM

I use "bulk" C# code. I get the elapsed time by calling QueryPerformancetimer regularly...the only wrapper i have is tao for opengl.

In Topic: Calculate objects position in water affected by buoyancy

15 May 2012 - 05:52 AM

yes your right, even if the resulting acceleration is > 0, the velocity will still be negative and only shortly after velocity will become positive and the object will rise again

In Topic: Calculate objects position in water affected by buoyancy

14 May 2012 - 11:23 PM

Okay, but, if buyancy is bigger than its gravityforce it should actually start rising with the resulting accelreation and not decelrate by (g-resulting acceleration)? Because if so, it would decelerate even if it had its maximuim bouyancy force. For example if a body had the density 0.75 and a volume 0f 1000, its gravityforce would be 7357.5N.
Its maximum buoyancy would be 9819. The resulting force would be 2452.5 N and the resulting max acceleration would be 3.27 m/s², so it should rise by that acceleration and not sink by(g-resulting acceleration), right?

In Topic: Calculate objects position in water affected by buoyancy

14 May 2012 - 04:58 PM

Yea it makes sense, but you said that if the bouyancy is bigger than its gravityforce only then it will begin to deaccelerate, but what is, if bouyancy is smaller than its gravityforce? Then it should also deaccelerate or not?

In Topic: Calculate objects position in water affected by buoyancy

14 May 2012 - 04:46 PM

Okas, I get that...but how is it, if the bouyancy still is less then the gravity force on the object? How does that affect the resulting acceleration? Because it already slows down, before its buoyancy is bigger than its gravity force ...or not?

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