# J.B47

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1. ## Linear motion - 2 algorithms

Hmm I don't take it as an insult. What is ignorance? The act of ignoring: To ignore: not knowing about a subject I have learnt in my short life, that people can not know much about a subject, but can be master in others, so I don't take it as an insult. Good luck to you and thanks for your knowledge and time.
2. ## Linear motion - 2 algorithms

You know nothing about me. I'm lazy because I didn't looked for the functions? Because I don't want to waste my time searching for something that I've been searching for so many time? Go waste your time learning physics... If you are going to help somebody and then insult him, your help is not needed, I don't want it. You know what you can do with it
3. ## Linear motion - 2 algorithms

[quote name='rnlf' timestamp='1349162932' post='4985980'] Well... distance or time and velocity, you don't need all of them. You have to know the direction of motion (as an angle or just give the velocity as a vector). In the first case, you have to use trigonometry (posX = posXold + velocity*time*sin(angle), posY = posYold + velocity*time*cos(angle)), in the second case it's just pos = oldpos + time * velocity (pos and velocity as a vector). But seriously, that are really basic questions usually covered in high school maths and physics, I strongly recommend you read up on basic algebra, geometry and kinematics. [/quote] You are being a ****. I ended school a long time ago and I don't remember anything, and you don't know nothing about the educational system of my country (It's 100% s***). I don't won't to learn, I just wanted the algorithms or functions. I think you were here to help people, not to judge them. I'm being mean because you are
4. ## Linear motion - 2 algorithms

[quote name='rnlf' timestamp='1349084572' post='4985695'] Actually, this is basically the same in 2D and 3D and it all follows directly from the definition of velocity. velocity = distance / time, time = distance / velocity. All you need is the actual distance, which can be computed using vector subtraction (x2-x, y2-y) using the Pythagorean theorem: distance = sqrt(a^2+b^2). For 3D, you add the third dimension and are done. [/quote] Hi rnlf. Thanks for pointing me up! I have another question, how do i get X2, Y2 position depending of the given time, velocity, and distance? Do i need the slope of the line? [url="http://en.wikipedia.org/wiki/Slope"]http://en.wikipedia.org/wiki/Slope[/url]
5. ## Linear motion - 2 algorithms

Hi this is my first post. This subject may had been discused, but I do not know how to search it. I want to make a linear motion. I need the algorithm or functions to these problems: - Move object from x,y to x2,y2 with linear motion, the function should return the time it took to complete the translation (with given velocity), and another function to calcute the velocity giving the time argument - Would it be too hard to implement in a 3D environment? Sorry for bad English / Double post Be gentle on me [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]