jseah
2010-03-29, 10:03 PM
[Warning: Catgirl murdering ahead]
First off, this will be quite geeky and not suitable for normal gaming. It also involves a system that I have been working on for two years so it's not about to change into something more playable.
I need an equation that describes the magnitude of rotation imparted to an object by converting linear motion. I would like this to conserve kinetic energy if possible, or have some relation to it's conservation if an approximation is used.
I've been trying on and off for the past month now and seem to be stuck on it. For reference, the kind of equation I wish I had looks something like this:
Change Movement Direction
Mp cost of 5 degree change per second: Speed (m s-1) x total mass (kg) per object
The functions can use + - * / and ^2, but try not to involve square roots or anything more complicated than that. I can't seem to do one without square roots in and I would like to not use them.
Request: an equation for...
Spin
Mp cost per second to convert 1m/s motion into rotation, per second: Function(based on mass of object)
Final rotation speed: Function(based on amount of speed converted) + original rotation speed
I only need to add to rotation speed since I have decided that it will only increase/decrease existing rotation directly and not change it's angle.
The function needs to have an inverse since it will be expected to work in both directions (converting spin back into motion, and cost the same for the same amount).
It will also need to cost more to convert all motion into spin and back than it takes to do a 180 change in motion but that's optional. (since it's easy to change by tacking on a fixed multiplier)
Many many thanks in advance, and I will undoubtedly go "why it was so simple!" >.>
Technically, this is exactly the same as the Change Direction function since making the object constantly change movement direction in an arc smaller than the size of the object makes it spin.
The definition of an object has been worked out to a certain extent. Got some bugs to figure out so this might need to be applied in unexpected ways.
First off, this will be quite geeky and not suitable for normal gaming. It also involves a system that I have been working on for two years so it's not about to change into something more playable.
I need an equation that describes the magnitude of rotation imparted to an object by converting linear motion. I would like this to conserve kinetic energy if possible, or have some relation to it's conservation if an approximation is used.
I've been trying on and off for the past month now and seem to be stuck on it. For reference, the kind of equation I wish I had looks something like this:
Change Movement Direction
Mp cost of 5 degree change per second: Speed (m s-1) x total mass (kg) per object
The functions can use + - * / and ^2, but try not to involve square roots or anything more complicated than that. I can't seem to do one without square roots in and I would like to not use them.
Request: an equation for...
Spin
Mp cost per second to convert 1m/s motion into rotation, per second: Function(based on mass of object)
Final rotation speed: Function(based on amount of speed converted) + original rotation speed
I only need to add to rotation speed since I have decided that it will only increase/decrease existing rotation directly and not change it's angle.
The function needs to have an inverse since it will be expected to work in both directions (converting spin back into motion, and cost the same for the same amount).
It will also need to cost more to convert all motion into spin and back than it takes to do a 180 change in motion but that's optional. (since it's easy to change by tacking on a fixed multiplier)
Many many thanks in advance, and I will undoubtedly go "why it was so simple!" >.>
Technically, this is exactly the same as the Change Direction function since making the object constantly change movement direction in an arc smaller than the size of the object makes it spin.
The definition of an object has been worked out to a certain extent. Got some bugs to figure out so this might need to be applied in unexpected ways.