What dose square of t have to do with falling objects? It's recursive addition (Multiplication), t * 9.8 = "speed at t". you might take the root of speed but only to find how long it has been falling (Incorrect thought because you would also have to account for initial velocity).
if gravity acceleration = 900(the cvar) + gravity acceleration(One second ago) then you would have the correct equation then. I.E startfall() { my.nextthink = time + 1; }; think() { my.v = (static float ga = 900 + ga) + my.v; my.nextthink = time + 1; }; endfall() { my.v = {my.v(0), my.v(1), 0}; // Only set vertical speed :) my.nextthink = NEVER; }; Is how a physics teacher might have coded it. --- Gareth Hughes <[EMAIL PROTECTED]> wrote: > Bill Currie wrote: > > > > I can only speak about the quake 1/quakeworld source (I haven't studied the > > quake2 code enough yet), but it's actually nothing that complex. In fact, > > it's the opposit. quake doesn't do the integeration properly at all. It > just > > adds the gravity acceleration to the velocity then the velocity to the > > location. I'm not sure if t squared shows up in the physics code or not (it > > looks like it does, but indirectly), but the 1/2 for the 1/2at**2 doesn't. > > > > Basicly, a projectile (player, grenade) has a piece-wise linear trajectory > > that doesn't touch the correct parabola except at the start point. > > > > Quake: the universe where G depends on how fast you can blink your eyes. > > I'm pretty sure Dave was talking about Quake3 ;-) He certainly > plays it enough... > > -- Gareth > > > _______________________________________________ > Dri-devel mailing list > [EMAIL PROTECTED] > https://lists.sourceforge.net/lists/listinfo/dri-devel __________________________________________________ Do You Yahoo!? Yahoo! Sports - Coverage of the 2002 Olympic Games http://sports.yahoo.com _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel