Parabolic Motion: Convert to Equation & Formula

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Discussion Overview

The discussion revolves around converting projectile motion parameters into a parabolic equation, particularly in the context of programming a motion planner for a game. Participants explore formulas related to velocity, direction, and time of flight.

Discussion Character

  • Exploratory, Technical explanation, Homework-related

Main Points Raised

  • One participant inquires about the possibility of converting projectile motion into a parabolic equation and requests a formula for implementation in a game.
  • Another participant suggests a formula for constant acceleration, providing the equation y(t) = ½ a t² + v(0) t + x(0), and mentions numerical integration for varying acceleration.
  • The original poster indicates they are using the range formula to calculate the x value and a similar formula for total time of flight, which they then use to derive velocity.

Areas of Agreement / Disagreement

There is no clear consensus on the best approach to convert projectile motion into a parabolic equation, and multiple methods are suggested without resolution.

Contextual Notes

Participants do not clarify assumptions regarding the conditions of motion, such as whether acceleration is constant or variable, which may affect the applicability of the proposed formulas.

tarkimos
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I was wondering if it is possible to convert a projectile motion(velocity, direction, etc) into a (parabolic) equation.
I am programming a motion planner to use in a simple 'game' that I am making.
A formula would be appreciated.
I was thinking something like http://img99.imageshack.us/img99/187/eq220d30dcno9.png
To get the x value I am using the range formula
attachment.php?attachmentid=11352&stc=1&d=1193446035.png

I am then using a similar formula to calculate the total time of flight.
Then I am dividing the range by the total time of flight.
 

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Last edited by a moderator:
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hello?
 
If the acceleration is constant,
[tex]y(t) = \frac12 a t^2 + v(0) t + x(0)[/tex],
otherwise you should take something like
[tex]y(t) = \int v(t) dt = \iint a(t) dt dt[/tex]
and do a numerical integration.
 
Thanks.
 

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