Timeline for Inconsistent Speed Of A Projectile Traveling On A Bezier Curve
Current License: CC BY-SA 4.0
11 events
| when toggle format | what | by | license | comment | |
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| Nov 27, 2023 at 18:20 | vote | accept | PayasoPrince | ||
| Nov 27, 2023 at 18:20 | vote | accept | PayasoPrince | ||
| Nov 27, 2023 at 18:20 | |||||
| Nov 27, 2023 at 18:20 | answer | added | PayasoPrince | timeline score: 0 | |
| Nov 27, 2023 at 0:30 | comment | added | Daniil Dubrovsky |
Just to help with confustion, I believe that's how the answer provided in the mentioned above post should be interpreted: - L is the speed at which objects is moved each simulation step - length in the denominator is not a variable, but a function. So it should be read as divide L by length of vector (t * v1 + v2). Also, I am not sure why you've assumed v1 = ac & v2 = cb. These vectors are parts of curve's deriviative, and, if I am reading that correctly, should be: v1 = 2 * A.position - 4 * Control.position + 2 * B.position, and v2 = -2 * A.position + 2 * Control.position
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| Nov 25, 2023 at 23:01 | comment | added | PayasoPrince | @Adam, I think I might be close to figuring this out, but could really use help with clarifying a few things. I believe v1= ac & v2 = cb. Would L be a number I pick that would decide how much it moves each frame?(almost like speed) I imagine Length is separate from L. If so, what would Length be? | |
| Nov 25, 2023 at 17:54 | history | edited | PayasoPrince | CC BY-SA 4.0 |
added 77 characters in body
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| Nov 24, 2023 at 4:00 | history | edited | PayasoPrince | CC BY-SA 4.0 |
added 389 characters in body
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| Nov 23, 2023 at 17:35 | comment | added | PayasoPrince | Thanks for sharing these, @Adam!😊 I actually managed to find those threads earlier, but I was uncertain about a number things. It looks like in both threads the opening post might be creating their curve a bit differently than I am. I also noticed that there's multiple answers provided in the former thread. Some mentioned "approximating" the speed, but another mentioned that will not work if the curve is sharp. Forgive my ignorance, but is there a most precise method you can recommend I use? Would you be kind enough to provide me with example of applying that method to my current logic? | |
| Nov 23, 2023 at 3:04 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
Don't repeat tags in title
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| Nov 23, 2023 at 1:43 | comment | added | Adam | Does gamedev.stackexchange.com/questions/27056/… or gamedev.stackexchange.com/questions/29723/… help? | |
| Nov 23, 2023 at 1:23 | history | asked | PayasoPrince | CC BY-SA 4.0 |