Motion & Projectile Physics

21 02 2008

Motion revolves around the three Newton’s Laws. Things to observe in moving objects include the inertia, gravitational force and friction.

In real-life situations, objects moving up-hill will require more energy and hence move slower. Similarly, these motion physics will be considered for application to in-game objects that require motion. Below is a simple example that describes such motion through the use of a C-Script that is usable with the 3D Game Studio 7 Engine.

Referenced from Lite-C Workshop 19 physics engine:

ph_setgravity (vector(0, 0, -386)); // set the gravity

phent_settype (ball, PH_RIGID, PH_SPHERE); // set the physics entity type

phent_setmass (ball, 3, PH_SPHERE); // and its mass

phent_setfriction (ball, 80); // set the friction

phent_setdamping (ball, 40, 40); // set the damping

phent_setelasticity (ball, 50, 20); // set the elasticity

phent_addtorqueglobal (ball, ball_speed); // add a torque (an angular force) to the ball

For implementation of projectiles, calculations will be based on Newton’s First Law 1 of Inertia.

physics02.jpg physics03.jpg

Quote from Wikipedia:
“If no net force acts on a particle, then it is possible to select a set of reference frames, called inertial reference frames, observed from which the particle moves without any change in velocity. This law is often simplified into the sentence “An object will stay at rest or continue at a constant velocity unless acted upon by an external unbalanced force”.

Therefore actual realization of the projectile feature will follow the subsequent flow,

physics01.jpg

Actions

Information

Leave a comment

You must be logged in to post a comment.