How Do You Calculate Rotational Velocity from Linear Forces in Game Physics?

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SUMMARY

The discussion centers on calculating rotational velocity from linear forces in game physics, specifically for a flipper mechanism in a physics-based game using an open-source physics engine. The user seeks to understand how to transform linear accelerations and forces, including gravity, into rotational velocity about a pivot point. Key concepts such as moments and torque are mentioned, indicating the need for a clearer understanding of their application in this context. The user expresses confusion regarding the influence of the pivot point's position on the calculations.

PREREQUISITES
  • Understanding of linear forces and accelerations
  • Basic knowledge of moments and torque
  • Familiarity with physics engines in game development
  • Experience with programming in a game development context
NEXT STEPS
  • Study the equations of motion related to torque and rotational dynamics
  • Learn how to implement pivot points in physics engines
  • Explore the concept of angular momentum and its relation to linear forces
  • Research existing implementations of flipper mechanics in game physics
USEFUL FOR

Game developers, physics programmers, and anyone interested in implementing realistic motion mechanics in games, particularly those using open-source physics engines.

wedders
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Hi everyone - I'm really sorry if this is in the wrong place or something, not sure where it should go!

I'm a programmer and am writing a simple physics based game. I'm utilizing an already-made, open source physics engine which handles all the collisions and interactions - I wouldn't know where to start writing my own! I've made a few edits and additions to add some features I need, but this one's got me confused.

Basically I want a flipper type mechanism (ie, pinball machine) and therefore basically need to be able to take the linear accelerations / forces acting on the object (including gravity!) and transform them into rotational velocity about a given pivot point on the object. I did A-level physics and am aware of moments and torque, but never really understood them at the time (I had trouble with the entire "Forces and Motion" paper, to be honest), and I also don't think there's any allowance for position of the pivot point other than the distance from the force acting, which doesn't seem right to me.

I've googled this a while but wasn't really sure what I was looking for, so hopefully someone can tell me I'm a fool and reiterate the moment equations, or explain otherwise!
Thanks people!
 
Physics news on Phys.org
are you asking about like a rod hanging by one end?

how to model the motion of it due to gravity or other forces?
 

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