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curving projectiles and center of mass, not the usual ?

Started by December 16, 2002 03:30 AM
13 comments, last by RolandofGilead 22 years, 2 months ago
quote:
Original post by Tron3k
1) If you mean that the beams are curving back because they are shot while you are accelerating, they wouldn''t curve back if they are light/laser beams because according to Einstein the speed of light is constant to any observer.


Actually, according to Einstein, the speed of light is constant to any observer in a fixed reference frame (ie in free fall). If your acceleration doesn''t match the local gravity, then you''ll get different results from people who are in free fall.

Just a little nit-pick to brighten my day
rmsgrey: I''m pretty sure the speed of light is constant throughout all frames.
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The answer you want is simple:

Have your beam weapon code spit out points (like bullets) with velocity. Now simply draw your beam connecting these points. You can further enhance this by applying a spline curve to these points.
SoulSpecre is 100% correct. Model your stream as a whole bunch of line segments connecting individual particles and be done with it.

I guess your weapon is a scifi version of greek fire, substituting superheated plasma for burning oil?
Oh this sounds interesting. Esp. if you modify the damage caused based on the amount of the beam the enemy ship is exposed to, along with the "density" of the beam that the ship gets hit with. Remember that a curved beam would lose density as it gets further out and expands. Should be easy to figure out density using SoulSpectre''s method. The density would be proportional to the distance between the "bullet" points.
Aaargh! Everyone save your workspaces before your program locks up your computer!

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