Jumping and mathmatical equation for an object dropping.

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1 comment, last by DevLiquidKnight 21 years, 8 months ago
[removed] [Edited by - DevLiquidKnight on February 14, 2007 9:22:11 AM]
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Well, I hope you understand a little tiny bit about physics...

for objects dropping, just incorperate newtonian physics. Start with the known velocity of the object (which is a vector, should be zero if it is just dropped), and using gravity as the acceleration (-9.8 m/s), your equation would be:

relative_distance=initial_position+(initial_velocity*time) +
1/2*(acceleration*time^2)

Since you are dealing with individual frames in fractions of a second, you must adjust the time according to the elapsed time for each frame.

With an object jumping, just use the same equation, and set the initial velocity to whatever your choosing, to represent the power of the jump. Set the intial position to the surface level.
Well, I hope you understand a little tiny bit about physics...

for objects dropping, just incorperate newtonian physics. Start with the known velocity of the object (which is a vector, should be zero if it is just dropped), and using gravity as the acceleration (-9.8 m/s), your equation would be:

relative_distance=initial_position+(initial_velocity*time) +
1/2*(acceleration*time^2)

Since you are dealing with individual frames in fractions of a second, you must adjust the time according to the elapsed time for each frame.

With an object jumping, just use the same equation, and set the initial velocity to whatever your choosing, to represent the power of the jump. Set the intial position to the surface level.

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