Boat Physics. Math and Physics Programming. Started by Hybrid October 07, PM. Hybrid I searched the forums and there are limited boat physics threads with information I'm after. I basically want to write a small physics and graphics demo that simulates a powerboat controlled by user over an infinite ocean which can change from calm to stormy waters.
However, I need to write the physics, and the method I'm using at the moment has some issues. I want it so the powerboat moves pretty much like one in real-life, that is when it goes over a wave, the nose of the boat then comes down causing a splash. I also would like to write it, so that in extremely stormy waters the boat may fly off one wave and then pierce the next and go underwater.
However the buoyancy method and way of describing the boat may be flawed. Then when that patch goes underwater the volume it displaces is simply the area of the patch multiplied by the distance below the water surface, and altered by the normal to alter the volume depending if the patch is at an angle. However, this method means that if the boat goes fully underwater then the volume displaced is still calculated to the surface when in fact it should be to the point on the boat vertically above it.
I'm not sure how to go about this, so it works at whatever depth and boat orientation. One way I've thought about is to fire a ray vertically upwards and check it against the other hull patches to see if it hits any before the water surface, then use that distance to calculate the volume. However that seems overkill doesn't it? How did you calculate the volume displaced by the boat against the water even trickier with wavy seas.
If anyone has any ideas or pointers, or any links to some boat physics demos I cant find any really then I'd appreciate it. Strategy Games - Physics Game, You must build a bridge in order to reach the other side and bring back the cargo. The scariest roller- coaster on earth. Go as fast as you can but don't let the riders fall out of the carts. Avoid the obstacles and stay balanced as you try and get to the finish line. This is the long awaited second version to the highly successful Mining Truck Game, Deliver the goods from one end of the mine to the other, traveli..
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Choose from over 20 different categories and thousands of Addicting games. But wait! A spinning disk still has some disadvantages. First, it takes some time to get up to the best speed with the most energy. If it delivers a nice blow to another robot, it might slow down and need some "recharge" time to get back up to speed. There is another problem. If you hit a robot with a large force, that same force pushes back on the robot.
That means that a spinning disk might indeed damage another bot with a well placed hit, but it's hard to fling it across the arena since this force would just fling both robots apart. Maybe you want to build a battle robot with a disk that spins vertically. That might be a good trick.
There are two variations for vertical spinning robots. I will call them down-spin and up-spin. Maybe this diagram will help to explain the difference. If you want an example of an up-spin battlebot, take a look at Minotaur vs. Blacksmith actually, pay attention to Blacksmith also—that's a good example of another weapon. This content can also be viewed on the site it originates from. These vertical up-spinners have the same advantage as the horizontal spinners—they can take some time to increase the speed of the disk so that it has more energy.
But the real trick with the up-spin is the force it exerts on both the victim robot and itself. Since the disk is spinning up on the side that hits its target, the disk has the ability to fling a robot up in the air. Of course forces come in pairs so this means that there is also a force on the up-spin bot. However, this equal force on the spinning bot is in the opposite direction—that's down. In this collision, the victim is tossed and the attacker is pushed into the ground which prevents it from flying away.
What about a down-spin bot? In this case, the spinning disk pushes down on the victim and up on the attacker. If you design your attacking robot correctly, you can account for this up-pushing force. Boat Simulator is a great 3D navy game to enjoy the water splashing on a cool motor boat driving at really high speed and you can play it online and for free on Silvergames.
Just go out to the docks and feel free to practice some cool stunts driving through ramps and dodging obstacles floating on the water. Control the submarine depth, camera and different features of the boat with your mouse. It will help you to perform as precisely as possible or just use the arrow keys to simply speed around.
You can choose between lots of different marine vehicles for example a submarine, a huge yacht or a fast motor boat. It was never so easy being the king of the ocean!
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