2d physics model - orthogonal or vector?
Posted 14 August 2009 - 09:21 AM
For movement vectors - it's simple to change speed and direction.
For gravity orthogonal - it's simple to change y-location.
This works fine as you can see here http://isopuli.net/2009/index.php?id=0 (it's Java applet) but the code is very hard to modify.
Any idea how to combine the best of both maths?
Posted 15 August 2009 - 10:37 AM
I have coded a 2d-flight model where plane is influenced by its inertia and forces: lift, drag, steering (left-right), thrust, wind, gravity, kinetics. I did not succeed to implement this model as a simple algorithm so I just add one force at time.
Now I would like to add turbulence etc., but it is a bit too difficult to swap between different coordinate systems and also checking trigonometry discontinuity. Especially, as I have to teach AI pilots to fly and fight again each time I change the model.
Briefly: Any good ideas how to implement 2d-flying model?
Posted 17 August 2009 - 12:09 AM
You sound like you're on the right track as far as updating the position, orientation, and velocity of the plane based on the various forces. Perhaps you need to consult a book on the mathematics of aviation if you want even more realism.
Posted 17 August 2009 - 08:54 AM
Posted 19 August 2009 - 05:59 PM
That's just great! I really should have done it that way: different models to forces of world, between objects and plane itself. And I bet it will be very interesting to combine all of these together. Sure!
That flyer2d is a good study of joint body2d kinetics, but it's hard to see how you apply AI to such a theoretic (i.e. non-intuitive to me) model.
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