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Doing gravity right

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  • T Offline
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    Terrence Dorsey
    wrote on last edited by
    #1

    Hannu's Plaza[^]:

    Now you may be thinking: "baah, I know how to do gravity.." but there's a big flaw in the commonly used Euler's method to handle the gravity (or other forces). Even all the Quake games have this problem. Then what is it? If you have more frames per second in Quake, your player will run faster and jump higher. There are some places in Quake where you can't jump high enough if you don't have enough frames per second. Sounds odd, right?

    You should do all the accelerating forces like this, not just gravity.

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    • T Terrence Dorsey

      Hannu's Plaza[^]:

      Now you may be thinking: "baah, I know how to do gravity.." but there's a big flaw in the commonly used Euler's method to handle the gravity (or other forces). Even all the Quake games have this problem. Then what is it? If you have more frames per second in Quake, your player will run faster and jump higher. There are some places in Quake where you can't jump high enough if you don't have enough frames per second. Sounds odd, right?

      You should do all the accelerating forces like this, not just gravity.

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      K Offline
      Kevin Drzycimski
      wrote on last edited by
      #2

      this half step reminds me of the Velocity-Verlet-Algorithm http://en.wikipedia.org/wiki/Verlet_integration#Velocity_Verlet[^]

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