Skip to main content

Timeline for How do I implement deceleration?

Current License: CC BY-SA 2.5

5 events
when toggle format what by license comment
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