Recent content by brimby

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    Rate of forward motion from rolling rectangle vs degrees turned

    Noted. For now I'll probably just cheat and set Δx and Δy equal to some constant. I'll work on the block tipping properties next. I've noticed there are some good discussions already laid out on that at this forum.
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    Rate of forward motion from rolling rectangle vs degrees turned

    But don't worry, once I finally get through this initial exercise, I'm going to give the rectangle (and the people of this forum) a break and work on some other stuff for a while.
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    Rate of forward motion from rolling rectangle vs degrees turned

    Yeah, that's my problem. I was saying "the rotationVelocity (Δθ) of the object is equal to the attackVelocity of the player" but there is no reason why that would directly translate. I need to make the attackVelocity affect the x and y velocity of one side of the rectangle, and calculate the θ...
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    Rate of forward motion from rolling rectangle vs degrees turned

    You know what, scratch that whole last ramble. I've decided that switching the directly affected values to Δcos and Δsin is definitely the way to go. It doesn't make sense that the character hits the rectangle and its degrees of rotation is what is directly affected. The forward motion of the...
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    Rate of forward motion from rolling rectangle vs degrees turned

    Ok I think I have the φ issue squared away. I think I really just have one last hurdle here, and it has to do with making things easier for programming. Generally I am working with Δvalue because it's way easier for me to program things to change an amount from where they're at, rather than...
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    Rate of forward motion from rolling rectangle vs degrees turned

    No I think we're doing the same. I'm just considering \varphi to be 0 and therefore θ = 0. I'm just setting the axis to go through the center diagonal of the rectangle. Is that okay? Hmmm... maybe not. Cuz then it wouldn't be sitting flat at the end of the turn, and that would cause further...
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    Rate of forward motion from rolling rectangle vs degrees turned

    O ok! In the first corner, Δx is positive as x shrinks from r to 0 and as θ increases from 0 to π/2, and in the second corner Δx is positive as x grows from 0 to r and as θ shrinks from π/2 - 0 to π/2 - π/2! I'll have to think about the implications of this on my formula... And the reason I...
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    Rate of forward motion from rolling rectangle vs degrees turned

    I understand your second point clearly. Your first one I'm still pondering. Are you trying to say that I should do π - Θ rather than π/2 - Θ for the "evens"?
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    Rate of forward motion from rolling rectangle vs degrees turned

    Ok great! And I'm going out on a limb right now because I feel like I might be on a roll (wait, am I on a limb or a roll??), but for the second quarter turn is it: Δx = r(Δcos(π/2-θ)) Δy = r(Δsin(π/2-θ)) ??
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    Rate of forward motion from rolling rectangle vs degrees turned

    O jeez. I didn't realize there is a calculus component that I hadn't even made it to yet. So you're telling me a that it's much more complex than just: Δx = r(Δcosθ) Δy = r(Δsinθ) for the first quarter turn??
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    Rate of forward motion from rolling rectangle vs degrees turned

    It only seemed that way to me because in that specific case where x1 is the very first point in the turn the change in r(1-cosΘ) is the same as the change in rcosΘ because x1 = r. Or something like that. Oops.
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    Rate of forward motion from rolling rectangle vs degrees turned

    Yeah I thought about it for 2 seconds and you're right. Change in x equals the change in cosΘ. I'm a goof. Thanks though.
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    Rate of forward motion from rolling rectangle vs degrees turned

    ∆x is the x position of the center of the rectangle minus the previous x position of the center of the rectangle. My rectangle isn't going to have the luxury of sitting at (0,0) in my game. It could be anywhere on the coordinate system, which is why I opt to use ∆x so I don't have to figure out...
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    Rate of forward motion from rolling rectangle vs degrees turned

    Yeah I definitely don't want my coordinates to have an origin at the edge of the circle. But wouldn't my version work in terms of Δx? My example rectangle is lying horizontally at the start, and rolling to the right. So that x at the edge of the circle would be a qualifying Δx as it moves right...
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