Browse Search Popular Register Upload Rules User list Login:
Search:
look with this code that I don't understand, you will see it seems to modify the direction of the gravity force vector: postStep = (e)=>{
vel = vel + [ - math.sin(Sim.gravityAngleOffset), math.cos(Sim.gravityAngleOffset)] * Sim.gravityStrength * e.dt;
}
In the guide I'm looking at, the description for the Sim.gravityAngle code
Offset is: Direction of gravity in radians. Unlike other rotations, 0 is down.
I forgot to say that it's missing the fact that particles repel each other when they're too close.
In reality, I think that for this you would need a NASA PC
If you're looking for techniques to design buildings that require less power without sacrificing realism, I highly encourage you to check out my scenes. Not only will you be able to discover an overview of my approach, but it could also offer you an opportunity to learn and adapt my methods to your own creations.
What it purpose?
You have to wait a couple of second to see waves!
Xray. Why are the scripts for, AND, NOR, NAND, etc. No longer working?
vel == 10 ? ....
no its not work for me, just me
math.vec.len(vel) dont work to for me
Yes that's it, in fact the only thing that doesn't work for me is that
I often used math.vec.len(vel) in my scenes. except that one day I went into my scenes and the objects I programmed were no longer doing what they were supposed to do
and the single solution i found is to do the pythagore formula.
its not mysterious, because this ''phenomena'' can be calculated
Interesting
Even Elon Musk shocked by the power of this thruster 10/10
previous | 1 2 | next