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

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  1. #1
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    BrunoGatts
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    Thanks, Zero! I got them! I'll take a look at FullShipController and I'll check what i can do from here!

  2. #2
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    Some night photos of Delcor City: https://picasaweb.google.com/1060839...eat=directlink (texturing this track shouldn't be a problem as it will be dark in many places)
    Note: There is maaaaany lights missing so it's a bit too dark right now
    btw. Those are in-game screenshots

  3. #3
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    This is going to be an awesome track, zero. I love the sky! Can't wait to see the further progress. Oh but I hope you will add some lights to the windows buildings or rooftops aswell

  4. #4
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    @Xpand: I'm trying to figure out on how to make gravity work correctly in terms of physicsand i don't really know how in case of so called momentum (?) of ship after jumping of some jump... maybe some tips on how to do it :d I suck at physics cos it takes too much time to learn something and remember it, especially when it is boring for me xd

    @Docfo4r: Yeah, it is supposed to be stuffed with lights when completed :)

  5. #5
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    Ok, the momentum of an object is what defines the quantity of motion that object has. It's a vector, so it has magnitude and direction. It's expressed as p=m.v in which "m" is the mass of the object and "v" is the velocity of the object (also a vector). The relation of that with jumping is that the more momentum an object has the longer it jumps if it's launched from a ramp. So you can see that it's not only the magnitude of the velocity (speed) that counts. The mass of the ship also counts for the length of the jump, but not for the height.
    http://en.wikipedia.org/wiki/Momentum
    You can relate the momentum to force through Newton's second law of motion with F=dp/dt, where the resultant force vector is the derivative of the momentum to time.

    I just don't understand how you want to get gravity from this since the airborne time doesn't depend on the mass nor the horizontal speed.
    I thought that Unity had an internal bullet physics engine with active gravity.

    If what you need is the gravitic acceleration, then that's g=9.807 m/s^2

    In another note you can also use the momentum to determinate collision dynamics:

    dpsys=0 The variation of the system's momentum is zero ALWAYS (only if you DON'T have a variation in mass, which we do because ships burn fuel, but that makes things much more complicated).

    Then if you have two ships colliding, the system's momentum will be

    pinitial=pfinal (remember, always a vector)
    Ship1 and ship2

    p1i+p2i=p1f+p2f

    m1.v1i+m2.v2i=m1.v1f+m2.v2f (velocity is a vector)
    (v is velocity and m is mass)
    This is for elastic collisions, which are the ones we want.
    The problem is that I didn't consider drag here, so the ships would just bounce around the track's walls after they hit...
    Last edited by Xpand; 4th June 2012 at 07:02 PM.

  6. #6
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    I thought that Unity had an internal bullet physics engine with active gravity.
    Actually there is almost nothing left for unity's physics engine from me cos:
    1. An body dropped in space with gravity turned on does not accelerate as it is supposed to, even if you increase its mass it will fall as fast as a body with smaller mass...
    2. Everything happens as if it was in slow motion xd
    3. It feels really unstable when body is moving high speed, collisions are really... strange and as you can sometimes notice colliders hit invisible corners on flat surfaces

    If I wouldn't have modified it a little by applying forces myself then this physics and other stuff that is right now (well, my actual project state is much different than previous versions xd) would look like and it would feel like xd

    Anyway, thanks for some lesson, I'll try to translate it somehow to Unity script... maybe I'll even rise my grade from physics a bit

  7. #7
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    A body's mass doesn't affect the speed of fall. All objects under the same gravitational field experience the same acceleration, independent on the mass.
    http://www.youtube.com/watch?v=5C5_dOEyAfk

    Actually, through Newton's second law of motion (Yep, Newton was a genius... His stuff fits almost everything):
    F=m.a
    P=m.a (where P is the weight and the only force acting on the body)
    m.g=m.a (the masses cancel each other out)
    g=a (the only acceleration the body is subjected to is the gravitic acceleration, the masses don't affect the variation of speed during the drop)

    And that looks slow motion because you dropped the object from a big height. Try putting a cube 10 meters above a plane and see the time it takes to colide with the plane. According to my calculations it should take about 1.43 seconds. If at 100 meters: 4.52 seconds.
    Don't forget when the ships jump they have a part of the thrust force going upwards, therefore it makes it fly a lot longer, depending if the force is too strong or too weak...
    Last edited by Xpand; 4th June 2012 at 11:58 PM.

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