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.'' | + | pixels per tick = speed_setting / 1000 |
− | In packets, rotation of a player's | + | |
+ | '''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) |
Revision as of 06:35, 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)