Infinitegde
O.O
- Reaction score
- 86
Mmmkay. So I need to make a physics system for my war3 map. It basically needs to account for speeds on varying terrains (coefficients of friction). Also need to figure out momentum and collisions... But that's not the problem at hand... The problem is, the physics system needs to be made in 3D lol. So far, I have a 2D system worked out, and its a bit crude, not very flexible. So I decided to scrap it and start over since I already needed to include the 3D aspect. So, what I was thinking, every unit basically has crow form... As they move I calculate the distance they moved and divide it by the time taken to get V. Instead of calculating acceleration or something... I was thinking we just have v stored and calculate how much distance the unit moves on its own rather than with the aid of the physics system. We then just add the velocities together and voila we have velocity. (probably going to break it down into both X and Y components.) The problem is, do you think it would be easier to simply add another Z component? or calculate the angle of the incline of the jump at which he takes off, resolving x and y into a v parallel, and then just have him proceed up at v parallel, of course gravity taking effect, need a constant value for gravity converted to War3 terms as well lol. So, either we do that or we just calculate change in terrain height, and then just subtract and divide by time to get z vel. Continuously add Z-Vel and take away gravity deccel? ALSO, I need to be able to disallow the unit from walking in air XD because then he would be acceling in air which would be very cheap... any ideas/comments/suggestions?