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Jul
2
awarded  Curious
Mar
21
comment How to apply steering to a physics body correctly when using a physics engine?
Thanks Arthur, I'll give this a go! Looks good to me, just haven't done any physics in a while. What has me very confused is that all the popular steering libraries I've seen, take the (desiredVelocity - currentVelocity) and use it like its actually a force, not a change in velocity! They use it in F = ma as the F value. I don't get it!
Mar
20
revised How to apply steering to a physics body correctly when using a physics engine?
edited title
Mar
19
asked How to apply steering to a physics body correctly when using a physics engine?
Nov
24
awarded  Popular Question
Nov
2
awarded  Notable Question
Aug
26
awarded  Yearling
Nov
21
awarded  Popular Question
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5
awarded  Notable Question
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5
awarded  Popular Question
Oct
14
awarded  Popular Question
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26
awarded  Yearling
May
8
awarded  Popular Question
Mar
19
accepted Easiest Way To Implement “Slow Motion” and variable game speed in XNA?
Mar
19
comment Easiest Way To Implement “Slow Motion” and variable game speed in XNA?
Yeah, you're right. I'll just have to stop using XNA's GameTime class everywhere and wrap it in my own to do this.
Mar
19
revised Easiest Way To Implement “Slow Motion” and variable game speed in XNA?
Edit to explain dependency on TotalGameTime
Mar
19
comment Easiest Way To Implement “Slow Motion” and variable game speed in XNA?
Thanks! The trick with XNA is that it has a time step like elapsedTime but it also has TotalGameTime which is the total time the game has been running. So I can mess with the time step as you have shown but the TotalGameTime will be wrong. I guess I'll probably have to just refactor to remove any dependencies on it.
Mar
19
asked Easiest Way To Implement “Slow Motion” and variable game speed in XNA?
Mar
5
awarded  Popular Question
Feb
10
comment 2D layerDepth not working XNA 4.0
:) I was gonna suggest that but then I thought "nahhhh"