Friction: deceleration along the surface
Posted: Sun Oct 04, 2009 2:22 pm
Hi folks,
Just getting started with Chipmunk and was wondering what would be the best way to implement friction...not between objects, but between objects and the plane (aka deceleration). An easily describable example is air hockey: the puck bounces around in two dimensions and friction between the walls and the paddles affects spin/direction of the puck, but friction between the puck and the table reduces velocity of the puck.
I'm interested in implementing friction which affects both linear and rotational velocities of objects.
Thanks
Just getting started with Chipmunk and was wondering what would be the best way to implement friction...not between objects, but between objects and the plane (aka deceleration). An easily describable example is air hockey: the puck bounces around in two dimensions and friction between the walls and the paddles affects spin/direction of the puck, but friction between the puck and the table reduces velocity of the puck.
I'm interested in implementing friction which affects both linear and rotational velocities of objects.
Thanks