Timeline for How do I implement deceleration?
Current License: CC BY-SA 2.5
5 events
when toggle format | what | by | license | comment | |
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Apr 16, 2022 at 11:23 | comment | added | Andrew Kravchuk | I believe this will perform badly in scenarios where the FPS is floating (e.g. the delta between frames is small in one frame and big on the next one). | |
Oct 20, 2010 at 18:56 | comment | added | CodexArcanum | Haha, oh wow, yeah. I was calculating an inverse vector normal and multiplying it by a slow-down factor. Why didn't I just do this? Sometimes the really obvious answers are the easiest to miss. | |
Oct 20, 2010 at 18:30 | vote | accept | Xavura | ||
Oct 20, 2010 at 18:26 | comment | added | Xavura | Heh, trust me to over-complicate it that bad. I just read recently that you can simulate basic air resistance by multiplying by 0.9 and still that didn't come to mind. Thank you. | |
Oct 20, 2010 at 18:22 | history | answered | David Young | CC BY-SA 2.5 |