Path: chuka.playstation.co.uk!news From: yaroze@theburrow.co.uk (Barry & Robert Swan) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Interesting Game Physics Date: Tue, 15 Jun 1999 23:06:18 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 14 Message-ID: <3766dc1b.572756@www.netyaroze-europe.com> References: <3763E7F7.2A355F0C@which.net> <7k2hpr$hn712@chuka.playstation.co.uk> <376591f4.1188225@www.netyaroze-europe.com> <7k540k$75r4@chuka.playstation.co.uk> NNTP-Posting-Host: p0Bs04a03.client.global.net.uk X-Newsreader: Forte Free Agent 1.11/32.235 aah yes, but the problem is not only do you know all that information, but you _have_ to use it. For any one instance of finding a, the u, v, s and t are all completely fixed! On Tue, 15 Jun 1999 09:46:00 +0100, "Mike Hatfield" wrote: >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?