SpiderPig Posted October 18, 2017 Share Posted October 18, 2017 I just want to verify the way the physics commands should work. I'm assuming that Newton Game Dynamics uses real world equations to calculate the final force and velocity of objects. So if that's the case, what are the units of measurements that should be passed to each of the physics commands? If I set an entities mass to 100.0f, and say this is 100 kg, what should input into into "AddForce()"? m/s² or Newtons? It would make sense to be newtons because that's the measurement of force. And also "SetFriction()". Is this the friction coefficient or the force in newtons that has to be over come? Physics are not behaving the way I think they should in my game and I just want to make sure I'm feeding the commands the right values. Quote Link to comment Share on other sites More sharing options...
Solution martyj Posted October 19, 2017 Solution Share Posted October 19, 2017 Force = Mass * Acceleration. If you AddForce, you basically add an acceleration of Force/Mass. Newtons is the correct units for Force.https://en.wikipedia.org/wiki/Newton_(unit) The output should be in m/s^2. So (kg*m)/s^2 = Force. Divided by Mass (kg) You get (kg*m)/(s^2*kg) Equals m/s^2 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted October 20, 2017 Author Share Posted October 20, 2017 Thanks for the reply. I'll make sure they're setup right now. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.