Path: chuka.playstation.co.uk!news From: "Mike Hatfield" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Interesting Game Physics Date: Tue, 15 Jun 1999 09:46:00 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 34 Message-ID: <7k540k$75r4@chuka.playstation.co.uk> References: <3763E7F7.2A355F0C@which.net> <7k2hpr$hn712@chuka.playstation.co.uk> <376591f4.1188225@www.netyaroze-europe.com> NNTP-Posting-Host: mail.ridgeway-sys.com X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Barry & Robert Swan wrote in message <376591f4.1188225@www.netyaroze-europe.com>... >s = ut + 0.5(at^2) >v^2 = u^2 + 2as >v = u + at > >reason I mention those was cos of a few of us trying to solve a simple >sounding problem at work, which messed a few of us up before we 'saw >the light' (or i did at any rate) > >u = fixed value >v = 0 >s = fixed value >t = fixed value > >find 'a' such that an object starting at velocity'u' will come to a >deat halt 'v=0' over a certain distance 's' and a certain time 't' >while exhibiting a constant retardation. > >Sounds simple - sibstitute away. Answers given tomorrow or day after >for those of you not spotting the simple solution...! There's actually too much information here! You don't need 's' and 't' in order to find 'a'... How about: -a = u/t being the simplest solution? or -a = u^2 / 2s if you've got distance rather than time? Mike