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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

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  1. #11
    Join Date
    Apr 2010
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    In unity as far as I know only rotation transform can be applied. No torque forces. But that can be fixed with the angular motion equation (theta)=(theta0)+(w*t)+((1/2)*alpha*(t^2)) being the theta the angle of rotation, theta0 the initial angle, w the angular velocity, alpha the angular acceleration that we can get through the tangential acceleration with alpha=(at)/r. being r the radius of the circle, that is, the lateral distance of the airbrakes relative to the longitudinal axis of the ship.

    EDIT:
    Unity does indeed use torque. That makes things much easier. I just need to apply a tangential force to the ship.
    Last edited by Xpand; 4th March 2012 at 11:07 PM.

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