Two more questions:
1. So only a collision can make the ball rotate around a point on its circumference (otherwise it rotates around its center)?
2. A little question about I. Momentum of inertia. If a ball if in mid-air, not colliding, and a force applied to a point on the circumference...
So a force \vec{F} acting on a ball, its effect \vec{a}=\vec{F}/m on the ball's speed doesn't depend on the angle between \vec{r} and \vec{F}? The acceleration will be the same even if \vec{r} x \vec{F} is very close to zero and only the angular acceleration of the ball around itself will be tiny?
Torque in Physics Simulation
Let's say there is flat floor at y=0 . There is a rectangle of which two vertices are at (0,0) and (w,h). There is a ball in mid-air. Someone let's it fall and the ball falls until it hits the (w,h) vertex of the rectangle. The push-back force is very small and can...
So I use the same force F for both the linear acceleration (force F divided by mass m) and the rotational acceleration (force F cross-multiplied by r and then divided by the moment of inertia I) ? Does the same force cause the two accelerations? I just need to be sure...it's for a physics...
This is a question about classic mechanics.
Let's say there is a disk in mid-air. There are only 2 dimentions, which is why it's a disk and not a ball...anyway, force is applied to the disk, exactly at the disk's top. Vector r goes from the disks center to the pint to which the force is...
Thanks for the help! :)
I'll just let A and v be functions of the body's velocity...Trying the longer formula of c could be interesting, but in this game I'm using square waves instead of sine waves, so constant c will be good enough.
I'm trying to make a simple water simulation for a platform game (some of you will probably think "why should I care what you need it for?" but the fact it's a platform game tells you what point of view the game has). When a body touches the surface of the water, it creates two waves, one for...