Re: csisland improvement

Kevin Martin <[email protected]> Fri, 26 Apr 2013 18:18:42 +0530
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAJisb+nnmtuPib9EcAH7d4U03rNLaZRtrOgcdt1xbRVCQhWA9g@mail.gmail.com>
Hi christian,

>About the trajectory: I don't think that the trajectory of the arrow can
>be computed through physical simulation because it is a fast moving object
>and real-time simulation doesn't like that. This can be tested though, but
>if it doesn't work then the code that is being used for the trajectory of
>the physical particles can be used instead.

What I meant was that the current animation behaves as if the force of
gravity doesn't exist. I believe the arrow currently has only one component
of velocity and is probably massless. I was hoping to give it some mass and
use the normal 'boy throws ball into air at 45 degree' sort of trajectory
mechanism to compute the path. But the initial velocity will be high enough
to give the user the impression that the arrow moves straight at very close
ranges.

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