#Bernoulli Principle modifier for bricks.

17 messages · Page 1 of 1 (latest)

tiny moth
#

Not asking for a full-on wind and air simulation, but something much simpler. Essentially all it would do is take the weight of a brick and throw it in an equation to determine the required velocity to produce enough lift to counter gravity. Would allow airplanes to feel like airplanes. Might even be possible to use this in helicopter or other propeller-based builds!

twin adder
#

i have no idea what the bernoulli principle is like but this sounds like a good idea

tiny moth
#

it's essentially how wings produce lift

#

a true bernoulli principle would require that the game simulate air pressure and windage, but that would be kinda extra and put too much load on the cpu for very little payoff. better to just have a simple system wherein it calculates lift based on weight vs velocity and maybe surface area.

ocean wigeon
#

I'm guessing by "lift" you don't literally just mean upward force, since you mention propellers, right?

tiny moth
#

no i do

#

it would apply to both uses of the modifier, rotational velocity and translational

#

just to keep things simple

empty tapir
#

Currently you can directly counteract gravity by applying the same acceleration upwards, accel is velocity over time, so adding the proper velocity every tick would work

tiny moth
#

how does that work exactly?

ocean wigeon
tiny moth
#

oh this is cool

ocean wigeon
#

also the antigrav has to be combined with a tps detector so it applies less force at higher tickrates

tiny moth
#

but very very complex

#

i see

#

wouldn't delta time work too?

ocean wigeon
#

if we had delta time, yes