This is only an outline of what you have to do:

sounds like you want is Newtonian gravity.

Fg = [G * (m1 * m2)] * R^-2

where:
- G is a constant
- m1 and m2 are the masses of the objects
- R is the distance between the objects.

to make it easy you could say everyone has a mass of 1 and then play with
the constant to get the desired effect. The formula gives you the attractive
force exerted by the bodies on each other, so you'll have to use:

F = ma

to figure out the position vectors. If you want to avoid solving second
order diferential equations, I suggest you try to find some simplifying
assumptions.

Contact me off list if you need more help - this isn't a newtonian mechanics
list after all.

Patrick Griffiths
Software Engineer
Integration New Media Inc.
http://www.integration.qc.ca


> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On
> Behalf Of Kerry Thompson
> Sent: Monday, October 16, 2000 12:12 PM
> To: [EMAIL PROTECTED]
> Subject: <lingo-l> Calculus & Vectors
> 
> 
> I've been working all weekend to come up with a formula for 
> this, and I 
> realize now I probably should have gone ahead with that third 
> semester of 
> calculus.
> 
> Here's the problem. I have one main sprite that floats around 
> the screen. I 
> also have 44 other sprites scattered around the screen, each 
> confined to an 
> area about 100 x 100.
> 
> I want the floating sprite to exert sort of a planetary 
> gravity effect on 
> the other sprites. As the floating sprite approaches a fixed 
> sprite, that 
> fixed sprite should start moving towards the floating sprite, 
> but stay 
> within its 100 x 100 rectangle. Ideally, the closer the 
> floating sprite 
> gets, the more the stationary sprite should be 
> attracted--i.e., the faster 
> it should move.
> 
> The reverse should happen, too--as the floating sprite moves 
> away, the 
> fixed sprites should follow, but slower and slower as the 
> floater moves 
> farther away. At some point--probably when the floater is 
> about 200 pixels 
> away--the fixed sprite will drift back to its original location (that 
> part's already done).
> 
> So, does somebody have a formula to do this? If it's in lingo 
> form, great. 
> If not, I can convert it easily.
> 
> Cordially,
> Kerry Thompson
> Sr. Interface Engineer
> Learning Network
> 
> 
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