Timeline for How can I factor momentum into my space sim?
Current License: CC BY-SA 3.0
10 events
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| S Apr 29, 2018 at 13:49 | history | suggested | youri | CC BY-SA 3.0 |
Link leads to a parked domain for sale $5,000
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| Apr 29, 2018 at 13:40 | review | Suggested edits | |||
| S Apr 29, 2018 at 13:49 | |||||
| May 23, 2017 at 12:37 | history | edited | CommunityBot |
replaced http://stackoverflow.com/ with https://stackoverflow.com/
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| Nov 30, 2011 at 2:03 | comment | added | Josh Petite | Finally got this working. Thanks very much everyone. It took awhile to figure out how to parse this up input event wise along with my update (as well as incorporating the usage of time). | |
| Nov 29, 2011 at 16:04 | comment | added | Tetrad | Note that in a tick-based simulation using that method is going to give you incorrect results. The base formulas are correct in the continuous world of physics, but you'll need to do numerical integration to get you accurate results. More details here: gafferongames.com/game-physics/integration-basics | |
| Nov 29, 2011 at 14:00 | history | edited | Leftium | CC BY-SA 3.0 |
added 205 characters in body
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| Nov 29, 2011 at 11:46 | history | edited | Leftium | CC BY-SA 3.0 |
added 94 characters in body
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| Nov 29, 2011 at 6:42 | history | edited | Leftium | CC BY-SA 3.0 |
added 5 characters in body
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| Nov 29, 2011 at 5:37 | history | edited | Leftium | CC BY-SA 3.0 |
typo
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| Nov 29, 2011 at 5:32 | history | answered | Leftium | CC BY-SA 3.0 |