Air Resistance

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20 comments, last by Jacob Roman 18 years, 4 months ago
I think I found it in link #2. Would it be these?

v = v - k * v

v = v - k * v - m * v2


With k being the drag coefficient?
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Yeah, try this

I removed the physics part of my engine atm, but i will try it as soon as possible too, cause i'm programming with 2d too
-----"Master! Apprentice! Heartborne, 7th Seeker Warrior! Disciple! In me the Wishmaster..." Wishmaster - Nightwish
In the rigid body simulator I'm developpin', I use the following formula to compute the amount of force the fluid is applying on my rigidbody:

F = 0.5*C*p*A*v²

C -> coefficient of friction of the surface (I usually use something like 0.3)
p -> fluid density(air density is aproximatelly 1.29kg/m³)
A -> surface area in m²
v -> surface velocity in m/s²

This way you get the force in Newtons that the fluid resistance is applying on the surface. Since in my rigidbody simulator I use convex polyhedra objects, I compute the force that is being applied on each triangle of the object and then I just sum all them. It gives me good results. I'm satisfacted with them.

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I still cant find the thread with terminal velocities discussion. It would be good to find it, cause there were suggestions for stable solver.
-----"Master! Apprentice! Heartborne, 7th Seeker Warrior! Disciple! In me the Wishmaster..." Wishmaster - Nightwish
So earths air density is 1.29 kg/m3? Does that mean I have to make the constant 1.293 or just leave it at 1.29? Since I'm working in 2D, I'm not sure if I should make it squared instead of cubed.
heheh...

'kg/m³' its just the unit of the 'density'...it means you must use 1.29...for water for example, you'd use 1000 since the water density is 1000kg/m³
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Ok, 1.29 it is. Since I'm not worried about friction too much in my case, I can just leave C out then? Which would be this now:

F = 0.5 * 1.29 * Surface_Area * Velocity²
getting C out from the formula, you're assuming your object's surface has a coefficient of friction of 1.0. If you set C to 0.0, you'll get no friction meaning without friction, doesn't exist air resistance. You must put a value at there.
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Drag is a force that is related to several things:

  1. The size of the object

  2. The speed of the object (squared)

  3. The thickness of whatever the object is travelling through



If you treat the drag D as just another force (using the equations from our discussion on jumping), then the (simplified) equation for drag force D is this:

D = C * A * V^2;

Where A is the cross-section area of the object
V is the velocity of the object
C is a tuning constant, which should be whatever looks best.

Implement it with your other forces so that

F = D + G + O;

Where G is gravity, and O is other stuff.
Then get your acceleration as usual.

Is this related to your jumping objects?
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As for jumping, do you really need air resistance for jumping. If you make a character which jumps, then its an big effort for such a simple thing.
-----"Master! Apprentice! Heartborne, 7th Seeker Warrior! Disciple! In me the Wishmaster..." Wishmaster - Nightwish

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