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11991 Posts in 1587 Topics- by 3507 Members - Latest Member: PienueDut

26. May 2012, 01:23:04 pm
Xith3D CommunityGeneral CategorySupport (Moderator: Marvin Fröhlich)Using UniversalGravity in JOODEPhysicsEngine
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badboyboogey
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« on: 05. January 2010, 10:57:05 pm »

Hi, how can i specify the type of gravity the Physics engine uses?
In the JOode docs there is NewtonianGravity and UniversalGravity, I can only seem to set gravity as a Vector in the JOODEPhysicsEngine, does it just use the NewtoinianGravity or can I specify a Body with a Mass like in the UniversalGravity type.
Cant find any examples on this, could someone point me in the right direction.

thanks BBB
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Marvin Fröhlich
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« Reply #1 on: 06. January 2010, 06:47:28 pm »

The xith physics abstraction only uses newtonian gravity. What's the difference?

Marvin
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badboyboogey
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« Reply #2 on: 07. January 2010, 06:07:18 pm »

To be honest I havnt a clue what the difference is, although I assumed the UniversalGravity derived the amount of gravital attraction using the Mass of the Body, and attracted all to a central point as opposed along a vector.
But I could be and most probably am completly wrong as this is the first time ive looked at joode.
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horati
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« Reply #3 on: 07. January 2010, 06:12:54 pm »

Not that I actually know the answer either; however, your interpretation sounds correct.  Interpreting gravity along a vector makes the most sense for 99% of applications, especially sports, car, shooter games and such.  The extra calculations for gravitational attraction between objects would be much more expensive.
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Kevin
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