Quote:Original post by biscuitz
atm I haven't coded anything yet because I'm stuck at the mathematics behind this.
And this is exactly your problem. You didn't code anything. If you did, you'd have a nice window with something that moves on the screen and decrease its acceleration because of air drag.
Have you answered the question why do you need precise information about maximum of function you described? In fact you are unlikely to use it, in real game. If it will be between two frames what would you do? In fact as I already told you, you need just calculation for next frame, and that's enough.
And if you'd need a precise number, just let it go, and then look at the final speed.
Quote:I don't see an advantage to using a constant for time interval. It won't make it any faster. Actually it sounds like it will add a divide into the mix. I'd rather use a time-difference technique so it looks better because you'll see what it is supposed to look like at that point in time. Are you talking about calculating the acceleration during that time frame? Is there any way that's not based off of acceleration because it's non-uniform.
Quote:You sure that wasnt what your game needed?
I won't know unless I understand the extent of what this stuff is doing. As far as I can tell all these methods sound incorrect and I have no idea how far off they could be because I don't even know what the correct answer is.
I try into anything, that has any time step, add fixed time step. If you have c^3 + ... c^4.... and so on, its significantly easier to compute if c = 1.
Of course there is a way, momentum transfer. You'd just need to create a program that would show a 3D model, and be able to compute collision detection. In fact what method is better for you might depend on how would look like that 3D model and collision detection. Thought this is even less mathematical like than that previous solution. This doesn't mean there isn't any math, because you would need a face normal.
And of course you can use Bernoulli equations, and do some fluid simulations. The problem is Bernoulli equations are just approximations.
Do rather some coding and use computer to find a solution.