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 3D Math help needed, please.  (Read 1321 times) 0 Members and 1 Guest are viewing this topic.
TexMurphy

Senior Newbie

Java games rock!

 « Posted 2003-06-19 08:18:26 »

Hi guys.

Im new here and new to game development so please go gentle on this noob.   But no noob to programing and java so no worries.

Thing is math is so damn rusty in my head so that is where I need help. Im currently writing a 3d fps space sim in Java3D. After lot of tweaking I got really nice rendering so now its time to work more on the game physics part.

Currently I got the ship moving in full newtonic laws this is working great. Now for playability reasons I want to add a air friction drag to the velocity vector. (Multiplayer fighting with fully newtonic physics just sucks way to much. The MMPOG Jumpgate has great game physics using air friction drag. So Im modeling after that)

Anyways so I have the velocity vector. I have it represented in vx, vy, vz and hence ofcourse the magnitude v.

The air friction drag is to be deployed on the velocity vector as a negative accelleration (is that word in english really retardation?).

The air friction drag is:
dF = -(C*v^2/mass)*t

As I said the dF is to directly work as a negative acceleration on the vector v. So this means I need to either find the angles of the v vector through the vx,vy,vz values I have and through them calculate the dFx, dFy, dFz and go from there. Or do some sort of Transform using the Transform3D object.

I hope you guys understand what Im trying to accomplish. And the reason Im not posting this in the physics forums is that hope fully you guys know how to solve this working the Java3D api&acute;s.