Doing Physics for a Projectory.
I''m not too familiar with the stability issues of DeltaT (not because I think they don''t exist, just because I haven''t done much work with it before), but if the accuracy of the projectile isn''t perfect, then neither will be the collision response, as it won''t record the true collision, just the collision using your "rough estimate" data. It''s something along those lines I hope
Come on people!!
P0 is the initial location
V0 is the initial velocity
t is the time
g is the acceleration due to gravity (-32 f/s/s or -9.8 m/s/s)
P is the position at after t seconds
V is the velocity after t seconds
y is up
If you represent acceleration due to gravity as a vector G , it is even easier and it works no matter which way is down:
You can compute it incrementally your result will diverge from the actual trajectory because you are changing the velocity in increments when it is actually changing continuously.
P0 is the initial location
V0 is the initial velocity
t is the time
g is the acceleration due to gravity (-32 f/s/s or -9.8 m/s/s)
P is the position at after t seconds
V is the velocity after t seconds
y is up
V.x = V0.x; V.y = V0.y + g * t V.z = V0.z; P.x = P0.x + V0.x * t; P.y = P0.y + V0.y * t + .5 * g * t * t; P.z = P0.z + V0.z * t;
If you represent acceleration due to gravity as a vector G , it is even easier and it works no matter which way is down:
V = V0 + G * t; P = P0 + V0 * t + G * ( t * t * .5 );
You can compute it incrementally your result will diverge from the actual trajectory because you are changing the velocity in increments when it is actually changing continuously.
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