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Re: Gravity problems
[Re: Chameleon_Man]
#73339
05/06/06 04:51
05/06/06 04:51
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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First, find the distance you need to travel. The formula for calculating distance travelled with a given constant acceleration rate is this, only without the absolute value bars: In simple terms, just find the average speed of travel (by adding the old speed with the new speed, the vertical speed) and multiply by the time you spend at this average speed and you have a simple form of acceleration (without drag). It's mainly just the matter of converting between units, mainly quants to feet (or meters), and seconds to ticks (16 ticks make one second). This'll get you started.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Gravity problems
[Re: Chameleon_Man]
#73341
05/07/06 05:01
05/07/06 05:01
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Joined: Aug 2005
Posts: 1,558 HK
vlau
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,558
HK
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c_move(my, vector(5,0,0), nullvector, glide); // relative direction
or
c_move(my, nullvector, vector(5,0,0), glide); // absolute direction.
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