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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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    Quote Originally Posted by Rotational_aspect View Post
    Sideshifts would be quite easy, like you say its a matter of timing. A bigger problem is adding the sideways force to the forward speed (as you are mixing vectors). I'm only a begginer at this stuff so it makes my head hurt a little!

    Actually, this leads me onto my question to Zero- how have you managed to get your AI ships to bank into curves? At present I have a basic node seeking method that self rights, but I'm finding it very difficult to mix banking into this without it affecting the rest.
    Well velocity and force vectors don't actually interact since velocity derives from force (F=dp/dt (=) F=m(dv/dt) where dp is the infinitesimal variation of linear momentum and dv is the infinitesimal variation of linear velocity). What you can have is the forward thrust force interacting with the sideways force. Now I don't think that applying a sideways force on a forward moving object would be a problem. The software calculates the sum of the force vectors on its own and from there determines the aceleration (F=ma).

    Don't mind all the maths... I just had to learn the nasty habit of prooving things mathematically... I'll just keep on modeling...
    Last edited by Xpand; 22nd May 2012 at 04:29 PM.

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