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

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Calculating drag in 3D programming involves understanding air density, object area, and drag coefficients, which can complicate implementation. However, engines like Unity3D simplify this by allowing users to set drag and angular drag properties without detailed inputs. This is achieved by using predefined drag coefficients that can be adjusted through trial and error rather than precise calculations. Many programmers prioritize creating an enjoyable gaming experience over achieving realistic physics simulations. Simplifying the drag equation can enhance efficiency in game development while still providing satisfactory results.
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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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