Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

martinjy

Floating in space

This topic is 5964 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi there I''m writing this space engine where I control my ship in 1st person. I have included quaternions to represent my rotations, but now I''m heading on to more advanced 3D. My ship has a rear thrust engine which will accelerate it. And here comes the problem: say my ship has a certain velocity in a certain direction, then I pitch/yaw/roll the ship and accelerate to a new direction. With my current code the ship would follow this direction instantly ignoring the original velocity path. How can I use "real world" physics such that my ship gradually accelerate to this new direction based on thrust power and ship mass? (Elite style)

Share this post


Link to post
Share on other sites
Advertisement
Guest Anonymous Poster
every tick you should add your acceleration vector to your velocity vector

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!