Difference between revisions of "Physics"
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− | + | [[SubSpace]] works on its own special unit scales. This is a collection of observed units and other special physics that SubSpace uses. | |
− | |||
− | + | ; Bounce Formula : SpeedAfter = SpeedBefore * (16 / BounceFactor) (See [[Misc Settings]].) | |
− | + | ; 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 | ||
+ | |||
+ | ; Speed : Pixels traveled in 10 seconds. | ||
+ | |||
+ | : pixels per tick = speed_setting / 1000 | ||
+ | |||
+ | ; Thrust : '''Speed''' increased every 1/100th of a second. | ||
+ | |||
+ | :: ''Sample: Thrust of 10 applied for a second increases your speed by 1000'' | ||
+ | |||
+ | ; Tick : 1/100th of a second, ''i.e. 0.01s or 10ms.'' | ||
+ | |||
+ | ; Recharge : Amount of energy units gained in 10 seconds. | ||
+ | |||
+ | ; Ball Friction : The amount subtracted from a timer per tick. This timer is initialised to 1 million when the ball is fired, and multiplied with the ball x and y speeds separately on each tick. See also [[Ball Friction]]. | ||
+ | |||
+ | ; Gravity : The amount of velocity applied per tick (thrust) is 1000*Gravity/(Distance^2) where Distance is the distance between the player and the [[Wormhole]] in pixels. GravityTopSpeed will be added to a player's top speed as long as at least one Wormhole is applying a thrust of 1 or more. The tile radius of the top speed effect is tiles=1.976*(g^.5). | ||
+ | [[Category:Game Intricacies]] |
Latest revision as of 07:16, 5 August 2008
SubSpace works on its own special unit scales. This is a collection of observed units and other special physics that SubSpace uses.
- Bounce Formula
- SpeedAfter = SpeedBefore * (16 / BounceFactor) (See Misc Settings.)
- 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
- Speed
- Pixels traveled in 10 seconds.
- pixels per tick = speed_setting / 1000
- Thrust
- Speed increased every 1/100th of a second.
- Sample: Thrust of 10 applied for a second increases your speed by 1000
- Tick
- 1/100th of a second, i.e. 0.01s or 10ms.
- Recharge
- Amount of energy units gained in 10 seconds.
- Ball Friction
- The amount subtracted from a timer per tick. This timer is initialised to 1 million when the ball is fired, and multiplied with the ball x and y speeds separately on each tick. See also Ball Friction.
- Gravity
- The amount of velocity applied per tick (thrust) is 1000*Gravity/(Distance^2) where Distance is the distance between the player and the Wormhole in pixels. GravityTopSpeed will be added to a player's top speed as long as at least one Wormhole is applying a thrust of 1 or more. The tile radius of the top speed effect is tiles=1.976*(g^.5).