Difference between revisions of "Physics"

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(added bounce factor, ss tick, x per tick formulas.)
(Added wormhole 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.
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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.
  
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'''Ticks''': 1/100th of a second, i.e. 0.01s or 10ms.
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; Bounce Formula : SpeedAfter = SpeedBefore * (16 / BounceFactor) (See [[Misc Settings]].)
  
'''Speed''': pixels traveled in 10 seconds.
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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.''
  
pixels per tick = speed_setting / 1000
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:: 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.
  
'''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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: degrees per tick = rotation_setting / 1000
  
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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; Speed : Pixels traveled in 10 seconds.
  
degrees per tick = rotation_setting / 1000
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: pixels per tick = speed_setting / 1000
  
'''BounceFactor''': SpeedAfter = SpeedBefore * (16 / BounceFactor)
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; Thrust : '''Speed''' increased every 1/100th of a second.
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:: ''Sample: Thrust of 10 applied for a second increases your speed by 1000''
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; Tick : 1/100th of a second, ''i.e. 0.01s or 10ms.''
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; Recharge : Amount of energy units gained in 10 seconds.
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; 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]].
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; 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).
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[[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).