For the vector (x, y, z) is the z component pointing down?
AadithSrinivasan
For more realistic simulations it would be interesting to see how things like air drag, wind speeds, weather etc. factor into this equation to create a more realistic model
zekailin00
I remember I saw some games with antigravity mechanics. It is very interesting to see that they can be derived from the same gravity formula by transforming the acceleration vector to any direction we want. The constant can also be changed to reflect the gravity on different planets
greeknerd1
How do we simulate gravity in graphics? Do we use a constant vector?
eshaanb5
I think we would use a constant gravitational acceleration for most applications, as this is a valid approximation for most simulations close to the earth's surface, and the error would be negligible.
For the vector (x, y, z) is the z component pointing down?
For more realistic simulations it would be interesting to see how things like air drag, wind speeds, weather etc. factor into this equation to create a more realistic model
I remember I saw some games with antigravity mechanics. It is very interesting to see that they can be derived from the same gravity formula by transforming the acceleration vector to any direction we want. The constant can also be changed to reflect the gravity on different planets
How do we simulate gravity in graphics? Do we use a constant vector?
I think we would use a constant gravitational acceleration for most applications, as this is a valid approximation for most simulations close to the earth's surface, and the error would be negligible.