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Chipmunk Physics • View topic - best way to simulate a glider?

best way to simulate a glider?

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best way to simulate a glider?

Postby littleblack » Thu Aug 06, 2009 11:01 pm

I am making a game , the main object is a glider, after giving glider a speed, player can control wing's angle to move down or up in the sky. I am considering to apply verticle and horizonal force to the body of glider object depends on the wing's angle. Any better sulotion?
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Re: best way to simulate a glider?

Postby slembcke » Fri Aug 07, 2009 9:34 am

No, that would be the correct way to do it.
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Re: best way to simulate a glider?

Postby littleblack » Sun Aug 09, 2009 8:24 pm

cpBodyApplyForce works? it seems that this function apply a force for ever and will accelerate the body.
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Re: best way to simulate a glider?

Postby Tam Toucan » Mon Aug 10, 2009 1:01 am

Yes, you need to call cpBodyResetForces(body). Usually you have a "updateForces" function that you call before each cpSpaceStep and reset them (and recalculate) in there.
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