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. ------------------------------------------------------------------------------ Try New Relic Now & We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, & servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop