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Post by jonbain on Jul 17, 2021 19:27:18 GMT
Eugene 2.0 ... i'll try explain how a computer language performs acceleration in a narrative style.
variable definitions: a=acceleration, v=velocity, p=position
we have a loop which simple circles infinitely from start to end if we describe a body moving at constant velocity (acceleration = 0) then it kinda looks like this:
(start loop)
p = p + v
(end loop)
this means that the position 'p' changes each time we add velocity to it the (end loop) returns the calculation back to the start loop and it carries on infinitely, round and round forever
so if we have starting position p =0 and velocity is 1, then each time the loop circles it simply adds 1
so p becomes 1, then 2, then 3, etc that is normal constant velocity
ok?
now consider this:
(start loop)
v = v + a p = p + v
(end loop)
the velocity is now increasing each time the program loops an event so if a = 1, the velocity increases by 1 each event
at event 1, velocity=1, position = 1 at event 2, velocity=2, position = 3 at event 3, velocity=3, position = 6 at event 4, velocity=4, position = 10
we can see how the ever-increasing velocity results in the position changing at ever greater amounts
did that make sense? (i am very patient, no need to hurry, the first steps are always hardest)
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antor
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Post by antor on Jul 17, 2021 20:16:14 GMT
Just a note
p = p + v works if the time step for velocity is always 1. For flexibility you would typically code so that unit decisions don't matter. Depending on how serioius you are.
I would copy the standard physical formula: p = p + v*t It would for example allow you to speed up or slow down a simulation or something. By changing the time step t. Also nice for debugging, you might sometimes get a run thats so slow it doesn't update at all and then you don't know if the time step is too short to handle the stuff you wan't to do. Or something else.
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Post by jonbain on Jul 17, 2021 20:32:50 GMT
Just a note p = p + v works if the time step for velocity is always 1. For flexibility you would typically code so that unit decisions don't matter. Depending on how serioius you are. I would copy the standard physical formula: p = p + v*t It would for example allow you to speed up or slow down a simulation or something. By changing the time step t. Also nice for debugging, you might sometimes get a run thats so slow it doesn't update at all and then you don't know if the time step is too short to handle the stuff you wan't to do. Or something else.
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