air floatation

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Tr3nT
Posts: 65
Joined: Thu Nov 29, 2007 5:19 pm

air floatation

Post by Tr3nT »

I wanted to make a controlled board that floats over the terrain (10-15 cms) like the Hoverboard un Unreal Tournment 3.....

I thought 2 forces: the gravity force (F=m*a) and another force that make the board flow that is something thar has the distance in the denominator of a hamlet (something/distance) that , at a calculed distace this force is == to the gravity force than the board stay still......

is it right?????
how I can calculate that distance from the floor??
which is the best physic engine for this????
vitek
Bug Slayer
Posts: 3919
Joined: Mon Jan 16, 2006 10:52 am
Location: Corvallis, OR

Post by vitek »

You might take a look at this thread. The OP there is trying to simulate buoyancy in water, but this is a very similar problem.

Travis
Ico
Posts: 289
Joined: Tue Aug 22, 2006 11:35 pm

Post by Ico »

I'd just use 2 boxes: One where the visible hover board is and one right below it (small gap - like the floating height). Then connect both using some kind of spring connection (I'm sure your physics library will support some kind of) and you're done imo.
dlangdev
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Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
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Post by dlangdev »

You can try bouyancy, then combine with it cord so it won't float up higher than lenght of the cord. If it goes beyond cord length, then use gravity to bring it down. ( Cord breaks when force exceeds limit )

Your force generator function will probably be handcrafted, tied to x.integrate() for calculating current values.
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