![]() But, when I play the games, I don't have confidence that my resulting vector changes are "within video game realism" because sometimes or maybe always I change vector quite quickly. My question is, is this how these games are working? I don't find anywhere in the projects that the game devs do anything about how force is added to the rigid-body I'm really sure they're just using addForce. basically, they both feature 6axis manual thrust, so that all inputs are certainly from me.įirst, correct me if I'm wrong, but if you use two thrusters that are 90 degrees out in angle, then the resulting vector should be the result of the Pythagorean theorem yes? So, you add force from one thruster, a, then from another thruster, b, and your resulting vector is a2 + b2 = c2 ? (irl) I have looked in the scripts for acceleration and the games just use unity's mechanism to add force to rigid-bodies. I'm playing a few space games that I do actually have the unity project for, since they were either publicly available or given to me.
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