Shouldb constant acceleration when simulating magnus effect?

AI Thread Summary
In simulating the Magnus effect for a projectile in a game, the projectile should experience a rightward velocity increase due to constant acceleration while spinning. The rightward acceleration may not remain constant throughout the projectile's flight, as air drag can alter the acceleration by opposing forward velocity. As the projectile slows down, the Magnus effect diminishes due to reduced air drag. Energy conservation is a relevant consideration in this context. Understanding these dynamics is crucial for achieving realistic projectile behavior.
WilkinzMicawber
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I am coding a game in which I desire a projectile to undergo realistic curving when rotating while moving through the air. Let's consider the instance of a projectile that is initially moving forward while spinning clockwise along an axis placed vertically in it is center of mass. The object should gain increasing rightward velocity with constant acceleration, so that the path is a curve, correct? Should the rightward acceleration be constant through its entire trip, or does the air somehow act to change the acceleration as it moves?
 
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WilkinzMicawber said:
Should the rightward acceleration be constant through its entire trip, or does the air somehow act to change the acceleration as it moves?
Is energy conserved?
 
The magnus effect is created by the air drag, which opposes the forward velocity. So, as the ball slows, the effect should lessen.
 
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Aannndddd, with a little thought you've answered your question.
 
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