I\'m working on a 2D game where I\'m trying to accelerate an object to a top speed using some basic physics code.
Here\'s the pseudocode for it:
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This isn't answering your question, but one thing you shouldn't do in simulations like this is depend on a fixed frame rate. Calculate the time since the last update, and use the delta-T in your equations. Something like:
static double lastUpdate=0;
if (lastUpdate!=0) {
deltaT = time() - lastUpdate;
velocity += acceleration * deltaT;
position += velocity * deltaT;
}
lastUpdate = time();
It's also good to check if you lose focus and stop updating, and when you gain focus set lastUpdate to 0. That way you don't get a huge deltaT to process when you get back.