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Frame Position Velocity Acceleration0 0 -3 11 -3 -2 12 -5 -1 13 -6 0 14 -6 1 15 -5 2 1 6 -3 3 17 0 4 18 4 5 1 9 9 6 110 15 7 1
0->X-3->V1->AWhile 1Output(1,1,X)X+V->XV+A->VEnd
ZStandardZIntegerAxesOffClrdraw0->X0->Z0->A0->BWhile 1PtOff(X,Z,2X+A->XZ+B->ZPtOn(X,Z,2getKey->KA+(K=26)-(K=24)->AB+(K=25)-(K=34)->BEnd
I sometimes have a hard time taking real life concepts and converting them to code effectively.
This is interesting. It might be more suitable in animations or very simple games, though, since extreme gravity calculations can take a while in TI-BASIC. Otherwise, maybe Axe Parser. Maybe it could also help other kind of programmers too. Maybe it could help for a Sonic game too (since the one on UTI seems to never be going anywhere...)
What would you even use though for your gravity acceleration? I mean gravity in real life is 9.81... m/s2 (and 32... ft/s2 but I don't think that would work very well on the graph/home screen. But I don't know.
Well in Portal i believe i used 1/64 pxl per frame per frame, but it depends heavily on your frame-rate. The best way to find a good acceleration is just to run some tests. As a general rule you don't want your player moving too fast because that makes collision very difficult.
As a general rule you don't want your player moving too fast because that makes collision very difficult.