Timeline for When should I use velocity versus addForce when dealing with player objects?
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Dec 17, 2015 at 21:19 | comment | added | trojanfoe | @immibis Haha - to brush up on my answers? :D I was thinking about it... | |
Dec 17, 2015 at 21:13 | comment | added | Criticizing Israel not allowed | @trojanfoe Go play KSP. Like, right now. | |
Dec 17, 2015 at 14:32 | comment | added | trojanfoe | @DMGregory Indeed; my space tech terminology is largely based on films :) | |
Dec 17, 2015 at 14:30 | comment | added | DMGregory♦ | It wasn't immediately clear whether you meant a short firing of an attitude jet or the continuous burn of a main engine ("thruster" is used a bit generically in sci-fi at times), so I thought I should clarify lest someone try using impulses for a rocket booster. ;) | |
Dec 17, 2015 at 14:23 | comment | added | trojanfoe | @DMGregory Yeah, it depends on the kind of force you want to add. In my example of the spaceship thruster, which is a momentary burst of energy then impulse is the correct choice. | |
Dec 17, 2015 at 14:21 | comment | added | DMGregory♦ | Can you describe why you'd prefer impulses for a spaceship thruster? This may actually be a non-ideal fit if you're applying gradual acceleration over time, rather than instantaneous changes in momentum due to things like weapon impacts. Applied over a time window you'll generally want force (or acceleration if you don't want mass to be a factor) while instantaneously you'd use impulse (or, correspondingly, velocityChange) | |
Dec 17, 2015 at 13:34 | vote | accept | Robert | ||
Dec 17, 2015 at 11:45 | history | answered | trojanfoe | CC BY-SA 3.0 |