Relative Content

Tag Archive for physics

Convert x and y velocity to x and y velocity relative to another point

The question I asked probably isn’t very clear, so I’ll explain. If I have an x and y velocity, where the y goes towards the bottom of the screen, and the x goes towards the right of the screen, how would I convert the x and y velocity so that the y goes from the point to the particle at hand, and the x goes at a 90 degree angle from the y? If that explanation wasn’t clear, then the reason I need to do this is so that I can minus a velocity as a particle tries to go away from a gravity source, but that source isn’t just at the bottom of the screen.

Convert x and y velocity to x and y velocity relative to another point

The question I asked probably isn’t very clear, so I’ll explain. If I have an x and y velocity, where the y goes towards the bottom of the screen, and the x goes towards the right of the screen, how would I convert the x and y velocity so that the y goes from the point to the particle at hand, and the x goes at a 90 degree angle from the y? If that explanation wasn’t clear, then the reason I need to do this is so that I can minus a velocity as a particle tries to go away from a gravity source, but that source isn’t just at the bottom of the screen.

Convert x and y velocity to x and y velocity relative to another point

The question I asked probably isn’t very clear, so I’ll explain. If I have an x and y velocity, where the y goes towards the bottom of the screen, and the x goes towards the right of the screen, how would I convert the x and y velocity so that the y goes from the point to the particle at hand, and the x goes at a 90 degree angle from the y? If that explanation wasn’t clear, then the reason I need to do this is so that I can minus a velocity as a particle tries to go away from a gravity source, but that source isn’t just at the bottom of the screen.

System for deducting velocity against sources pf gravity

Say I have a particle-based physics engine (which I do) that uses lots of particles with a x and y coordinate and velocity. These particles can also have a mass, which means that these particles (with a large enough mass) can attract each other based off their masses. My question is how and where should the program work out the deduction of velocity when moving against a source of gravity, should it check every time a particle gets a new velocity? Or should it check every tick? And also, how would it calculate the deduction of velocity, since I don’t know how it would work with a x and y system

System for deducting velocity against sources pf gravity

Say I have a particle-based physics engine (which I do) that uses lots of particles with a x and y coordinate and velocity. These particles can also have a mass, which means that these particles (with a large enough mass) can attract each other based off their masses. My question is how and where should the program work out the deduction of velocity when moving against a source of gravity, should it check every time a particle gets a new velocity? Or should it check every tick? And also, how would it calculate the deduction of velocity, since I don’t know how it would work with a x and y system