Ah, thank's for clarifying this. Makes perfect sense.

Le 03/07/2014 11:34, [email protected] a écrit :
this does make sense to me, if I think of it as a rocket orbiting a planet. at each moment in time the rocket is pushing itself forward with a linear force (the vector) - so it will tend to move from where it is to where the force is telling it to go – in a straight line, tangent to the circle you are after – but it already has it’s current speed, so you don’t end up exactly where you are pointing but a bit further out - leaving the circle a bit. The next moment in time you are correcting with the new tangent vector – so you are approximately following the circle. if you want to get the perfect circle, you will need to add another force, pulling towards the centre. ( check on centripetal force: http://en.wikipedia.org/wiki/Centripetal_force ) in ice: subtract the pointposition from the center of the circle and multiply by scalar to finetune – add this vector to the one you have
In the example of the orbiting rocket I guess that would be gravity.
*From:* olivier jeannel <mailto:[email protected]>
*Sent:* Wednesday, July 02, 2014 10:00 PM
*To:* [email protected] <mailto:[email protected]>
*Subject:* Running in circle, The CrossProduct question
Hi gang,

with my partner we were discussing crossproduct "theory" and I'm not sure what to believe or think.

I was persuaded that the result of a Cross Product of a PointPosition (x,y,z) and a vector 0,1,0 plugged in a the PointVelocity, would give a particle orbiting around 0,0,0 describing a perfect circle.

In fact, not exactly.

with simulation substep 1 I get this :


with simulation substep 10 I get this (but it travels much slower) :


So my question is : Is this a problem of approximation from the or the computer, and then the mathematical nature of cross product is able to "describe" a circle.

or is this a normal behaviour, considering that the cross product vector is pushing in straight line a particle and that it could never "describe" a circle.



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