Is it possible to simplify the drag equation for 3D programming purposes?

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SUMMARY

The discussion centers on the simplification of the drag equation for 3D programming, particularly in the context of Unity3D. Users can implement drag and angular drag properties on rigid bodies without needing to input air density, object area, or drag coefficients. This approach relies on trial and error, allowing developers to use estimated drag coefficients to achieve desired effects rather than precise calculations. The focus is on creating engaging gameplay experiences rather than strict adherence to physical realism.

PREREQUISITES
  • Understanding of Unity3D's physics engine and rigid body components
  • Familiarity with basic physics concepts, including drag and angular drag
  • Knowledge of trial and error methodologies in game development
  • Experience with 3D programming principles
NEXT STEPS
  • Research Unity3D's Rigidbody component and its drag properties
  • Explore methods for calculating drag coefficients for various shapes
  • Learn about physics-based game design principles
  • Investigate optimization techniques for realistic movement in 3D environments
USEFUL FOR

3D programmers, game developers, and anyone interested in implementing physics-based interactions in Unity3D.

Gibbon
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Simplified drag equation??

Hi, I am a 3D programmer and I am trying to apply drag to some of my objects in my software.

After looking around and from previous research i know that calculating drag isn't such a simple thing to do and involves knowing air density, object area and the drag coefficient.

But, whilst research on the net i realized a well used 3D engine "unity3D" allows you to add a ridig body into the scene, give it some mass and then "simply" set its drag and angular drag properties without any inputs of air density, area or any coefficients?

So how could this be done?

Thanks
Andy
 
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You just do it.
The drag coefficients are just numbers.
You can calculate the correct numbers from all the data you mentioned, or you can guess a figure, try it out, adjust it, and so on ... trial and error.
Most programmers are not as interested in making a realistic point-for-point physical simulation as they are in making a fun experience for the gamer.
 

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