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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [gameprogrammer] Re: Spring model
At 09:14 PM 2004-04-04, grant hallman wrote: >Wouldn't it be more realistic to make the friction force proportional to >speed? Or for computational efficiency, just subtract a small percent of >any velocity, every frame. Depends on the friction. For solid objects sliding against each other, no velocity dependence is a very good approximation. For air resistance, it is hard to tell but generally proportional to velocity and equal to v^x, where x is a constant between 1 and 2. I don't know about fluid resistance, but I'm guessing its something like air. I don't know about the internal friction of a spring, which is probably what the original question was really about, but I'm guessing no velocity dependence is pretty close. I don't think any real systems would subtract a constant percentage of velocity per unit of time, but that might be an easy and good enough approximation for a game.
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