I might be overcomplicating things, but what is the best way to calculate acceleration?
So I’ve been looking back into math where I can use information to calculate the acceleration of a car from a slope, but then while doing research and digging deeper I hear things like move towards and lerp..
I’m new to Godot, but I’ve done a lot of reading Docs and playing around with the nodes, still don’t know anything about AI or pathfinding though.. but I do have a little experience making tools for my own use with python 3
I like to overthink every subject, so I thought it might be best to ask for once.
Edit:
I’m looking into Lerp and Bezier at the moment on the docs, I will update when I find a Solution.
that makes sense, and will be handy for a character controller, the link to the docs is useful too thanks!
so my main thing right now is making a image or model move smoothly, like a slot machine.. it need a phase where it speeds up, then a phase where it just spins, and a phase where it decelerates and stops, and perhaps a satisfying snap into location..
so my brain has been busy for weeks trying to think of a formula to make this feel as smooth as a real slotmachine
depends on your scenario but move_toward() can help you achieve this or even tweens i recommend you just start with building something and worry about the best implementation later
The beauty of using any game engine is that a lot of the maths and physics is handled for you. You’re often better of learning to the engine’s implementation rather than reinventing the wheel yourself.
That said, in classical mechanics: Force (F) = mass (m) * acceleration (a) → a = F/m
You can solve net F of gravity on an inclined plane if you really want to yourself and you presumably know the mass of the car.