Fw: Anyone know anything about trigonometry? re:digest issue 809

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> David S.,
> I'm not sure if this will help, as you will need to make the velocities
> vectors dependent on the angle you initially 'shoot' at.
> simplified equation of motion is
> x=x0 + v0t + 1/2at**2
> where x0 is the initial location ,vo is the initial velocity and a is
> the
> acceleration.
> for a projectile(simplified) you would have only acceleration due to
> gravity
> (9.84m/s) pulling the projectile down and the forward motion would
> continue
> until the projectile hits the ground or target.
> 
> assuming you shoot straight out (no angles) the x distance would be v0t,
> where t is time and v0 is the initial velocity.
> 
> the y distance the projectile travels would be y0 (initial y
> distance(possibly zero-with negative ending point)) plus zero (since the
> initial y direction velocity would be zero) plus 1/2* (-9.84m/s) * t**2
> until the time is reached where it impacts the ground or target, etc.
> 
> vector formats normally use i or j or k to define the directions (see
> previous emails about using the trig functions for direction of initial
> velocity).the math gets a little complicated in 3d as you would then
> start
> using dot and cross product to determine final directions, but you
> shouldn't
> need to go there for a projectil path game in 2d.
> have fun
> Mike
> Swayze
> mswayze at truswood.com
> kswayze at bellsouth.net
> 
>

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