Found a simple solution for stopping physical things at correct points & is easier than I thought. You can just calculate stopping distance from acceleration and current velocity and once the remaining distance + velocity intersects the point, you start stopping #gamedev#maths
And this is the formula. It does require a constant acceleration, so for anything more complex, with drag, variable braking force etc, the analytical solution is harder to find and in that case its easier to use (although harder to tweak) a PID controller instead
By drag, I meant exponential drag, if you have constant drag you can just add it to the accel of course. (but maybe there's an analytical solution for that too? 🤔)
& you can also use the formula to find the distance it takes to accelerate from 0 to desired speed, same thing
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Kinda disappointed that anti-anti-art redirects to Stuckism
Stuckism was definitely the last "movement" we learned about in school. But seems like there's been a bunch new ones in the mean time that I've never even heard of. I guess to be an anti-anti it needs to be direct response to anti-art.
Good news it works on win10. But for some reason on my native resolution it crops part of the screen. On 4:3 seems it doesn't crop. Oh & I had to start the game a few times to test it, which was super annoying cuz it has the first sin of video games, an UNSKIPPABLE INTRO!!
Everything in this game uses like deltatime lerping:
> current = lerp(current, target, dt);
from menu highlights to mouselook, lol. It's painful.
So, I'm finally working on a "material" system in my engine. Until now there was no need for it since there was just one scene shader, with the only object-unique uniform being the texture. The framebuffer and debug lines were special cases that bind their own shaders (1/?)
So, each "object" (I called it Model) was just Mesh, texture, and the model matrix. This was actually the whole scene rendering logic, I did some checks to see if models in sequence have the same texture or mesh to reduce unnecessary binds: (2/?)
But now with adding materials, I actually have to refactor almost everything, and turn the Model into a bigger beast, that has a Transform, Mesh and Material. With the only addition being ability to switch shaders (3/?)