ship physic
I making a game about ships in the 17th century.So I wonder what kind of physic do I need to calculate wind and drag in the water and stuff like that.
C++ coder
I don''t have an answer for you, but I do know that the book ''Physics for Game Developers'' (I think that''s what it''s called - the one with the cat and mouse on the front) has a section on ship physics.
Most things like drag usually just have a coefficient tied along with with. For wind drag I''m pretty sure it''s something like this:
Fdrag = CdragV2 where V is the velocity and Cdrag is the drag coefficient. I''d imagine it would be the same for water drag.
Fdrag = CdragV2 where V is the velocity and Cdrag is the drag coefficient. I''d imagine it would be the same for water drag.
quote:Original post by Samith
Most things like drag usually just have a coefficient tied along with with. For wind drag I'm pretty sure it's something like this:
Fdrag = CdragV2 where V is the velocity and Cdrag is the drag coefficient. I'd imagine it would be the same for water drag.
You're forgetting the density (rho) of the medium being moved through:
Drag = 0.5 * Cd * Rho * V^2
[ed] oops forgot 0.5 *
[edited by - aph3x on June 11, 2004 8:10:15 AM]
Hi,
You will need to take the shallow water effects into account as well as sail aerodynamics ( not as straightforward as it seems but lots of emprical info is available ).
regards,
You will need to take the shallow water effects into account as well as sail aerodynamics ( not as straightforward as it seems but lots of emprical info is available ).
regards,
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