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Jacob Roman

Air Resistance

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Well I just recently was able to pull off jumping physics found here: http://www.gamedev.net/community/forums/topic.asp?topic_id=364490 And I thought air resistance would be easy to pull off, until I ran into this article: http://www.gamedev.net/reference/articles/article1615.asp And they said that air resistance is a complicated subject. How would I go about putting in realistic air resistance for falling objects?

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It depends on what exactly you are doing. For some things simple approximations give very good results, for other things you need a full blown fluid-dynamics solver to get realistic results. Or even a multiphysics solver if the falling thing changes it's shape due to forces inflicted by the air.

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Well what I'm trying to do is doing air resistance to a sprite that has jumped.

If you can show me the article on air resistance that Red Falcon was talking about, that would be kool.

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try this

http://www.gamedev.net/community/forums/topic.asp?topic_id=71585
http://www.gamedev.net/community/forums/topic.asp?topic_id=55270

there was another thread about terminal velocities with wiki link,but i cannot find it atm.

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Yeesh, there's about a dozen different formulas, and I dunno which one to use. In my case, I'm doing it to a 2D object, so whatever formula that has anything to do with the area can be taking out of the picture. How would I go about using it on this simple formula?

v = v0 + a * t

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If my memory dont cheat on me;), is the normal air resistance based on area of object.

Look at the second link i posted, there is a discussion about 2d drag and resistance

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Quote:
Original post by Red_falcon
If my memory dont cheat on me;), is the normal air resistance based on area of object?


I've seen the actual formula before, but to be honest, I don't really remember it having to involve the area of the object. Although it seems you are on the right track, since different shaped objects are affected differently by air resistance.

If the object were to be 3D, I think it might have had something to do with the inertia, but I could be wrong. In this 2D case, I have no idea.

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