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Aug
28
awarded  Popular Question
Jul
22
awarded  Notable Question
Mar
2
awarded  Popular Question
Feb
16
awarded  Popular Question
Dec
24
accepted How would a game-state snapshot system be implemented for networked real-time games?
Nov
20
asked How would a game-state snapshot system be implemented for networked real-time games?
Sep
4
accepted Designing an entity system for a tile-based puzzle game
Jul
23
accepted “CVar system” - are CVar always looked up or cached?
Jul
23
asked “CVar system” - are CVar always looked up or cached?
Jul
2
awarded  Curious
Dec
17
awarded  Popular Question
Nov
19
comment Using forces to reach a specific velocity
@Almo: sorry, my explanation was poor: I'm not taking mass into account at all. F=a in my current design.
Nov
19
comment Using forces to reach a specific velocity
@Almo: my objects are massless: every frame I add computer force to acceleration, add acceleration to velocity and clear acceleration.
Nov
19
comment Using forces to reach a specific velocity
Someone mind explaining the downvote? Thanks.
Nov
19
accepted Using forces to reach a specific velocity
Nov
19
comment Using forces to reach a specific velocity
@Koren: sorry for the triple post: it's the other way around: mDesiredVelocity - mCurrentVelocity. It seems to work well! Post it as an answer, I'll accept it.
Nov
19
comment Using forces to reach a specific velocity
@Koren: it doesn't seem to work - the player accelerates at unexpectedly high velocities
Nov
19
comment Using forces to reach a specific velocity
Did you read the question? I think I gave some fair motivations on why I want to use forces instead of velocity.
Nov
19
comment Using forces to reach a specific velocity
@Koren: Velocity is both on X and Y. I showed X just as an example. I'll try using the difference, as I want an instant stop.
Nov
19
asked Using forces to reach a specific velocity