4 ms·
accelerations map directly to actions of the user (forces). It seems fairly natural, not strange, to control velocities and positions in terms of accelerations
by enriquto 5y ago
accelerations map directly to actions of the user (forces). It seems fairly natural, not strange, to control velocities and positions in terms of accelerations. The same thing happens in real life.
- IQunder130 5y agoThat's not the strange thing. The strange thing is limiting it on a projection rather than the magnitude of the velocity vector.
- wizzwizz4 5y agoIf you're already calculating the projection, it's cheaper.
- enriquto 5y agoapplying a force perpendicular to the velocity does not change the speed, only the direction. Only the component of the force tangent to the velocity vector (the projection) is relevant for controlling the max speed
- IQunder130 5y agoThey're not measuring the projection of the acceleration vector on the velocity vector, they're measuring the projection of the velocity vector on the acceleration vector and limiting that. Which makes no sense for a speed limiting method as evidenced by the fact that strafejumping exists. What you said is true and also irrelevant. To get a true speed limit you would compute the new velocity vector, compute its magnitude and rescale the components by the ratio under the limit. Which is slightly more computationally expensive I suppose.