Difference between revisions of "Physics"

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(roration addition)
(added bounce factor, ss tick, x per tick formulas.)
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'''Ticks''': 1/100th of a second, i.e. 0.01s or 10ms.
  
 
'''Speed''': pixels traveled in 10 seconds.
 
'''Speed''': pixels traveled in 10 seconds.
  
'''Rotation''': 90° rotation in 1/100th of a second. ''IE: Set rotation to 400, can do a full rotation of 360° in one second.''  
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pixels per tick = speed_setting / 1000
In packets, rotation of a player's shipped is a number 0-39... where 0 is straight up and proceding clockwise. This cooresponds to which of the 40 degree graphics to display.
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'''Rotation''': 90° rotation in 1/100th of a second. ''IE: Set rotation to 400, can do a full rotation of 360° in one second.''
 +
 
 +
In packets, rotation of a player's ship is a number 0-39... where 0 is straight up and proceeding clockwise. This corresponds to which of the 40 degree graphics to display.
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degrees per tick = rotation_setting / 1000
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'''BounceFactor''': SpeedAfter = SpeedBefore * (16 / BounceFactor)

Revision as of 07:35, 24 March 2005

Subspace works on its own special unit scales. This is a collection of observed units and other special physics that Subspace uses.


Ticks: 1/100th of a second, i.e. 0.01s or 10ms.

Speed: pixels traveled in 10 seconds.

pixels per tick = speed_setting / 1000

Rotation: 90° rotation in 1/100th of a second. IE: Set rotation to 400, can do a full rotation of 360° in one second.

In packets, rotation of a player's ship is a number 0-39... where 0 is straight up and proceeding clockwise. This corresponds to which of the 40 degree graphics to display.

degrees per tick = rotation_setting / 1000

BounceFactor: SpeedAfter = SpeedBefore * (16 / BounceFactor)