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EnderKid2

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Posts posted by EnderKid2

  1. 4 minutes ago, Pthigrivi said:

    Oh right right. Outer Wilds is what I meant. Ive seen some great reviews but haven’t cracked into it yet. I love me a good puzzle game. 

    Go into it as blind as possible, but if you get stuck, ask for hints on the subreddit. They're good at nudging you without spoiling.

     

    Back on-topic, I can see how procedural design is not ideal but our sample size (of one star system) is low. Perhaps Elite:Dangerous is right and 90% of what we find are bland balls of ice or rock or gas giants.

  2. thought experiment: single-part rigid-body ship, no crash damage, timestep of 1/10 of a second for simplicity (though this will also apply if our craft is allowed to deform)

    t=0.0: craft is heading at the ground at 100m/s. It is 10m above the ground.

    t=0.1: craft contacts the ground 100m/s = 10m/0.1s

    t=0.2: we have 2 options now:

    1.  unconstrained phyisics engine: Craft velocity is set to 0m/s, a change of 100m/s in 0.1s, or 1000m/s^2. The craft correctly stops at the ground and all is fine.

          t=0.3+ Craft velocity is 0m/s, craft is sitting on ground.
     

    2. constrained physics engine (set to 100m/s^2): Physics engine calculates that an acceleration of 1000m/s^2 should be applied to the craft and thus its velocity should be set to 0. "error checker" says "oh no you don't", and applies an acceleration of 100m/s^2 to the craft instead, setting its velocity to 90m/s (a change of 10m/s in 0.1s). 

            t=0.3: craft is now 9m below ground (moved 9m in 0.1s). Physics engine calculates that an acceleration of 900m/s^2 should be applied to the craft and thus its velocity should be set to 0. "error checker" says "oh no you don't", and applies an acceleration of 100m/s^2 to the craft instead, setting its velocity to 80m/s (a change of 10m/s in 0.1s). 

            t=0.4: craft is now 17m below ground (and so on)

    You see, sometimes extreme accelerations are required for realistic physics.

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