> Has anyone got the formula for working out vector movement (preferably
I would like this too if someone has it. I just tried working it out for
myself, but have not been successful.
On Tuesday, March 24, 1998 11:35 PM, Brian Bell
> [SMTP:brian.bell@axom.com] wrote:
Jon Davis has a working version in his Excel spreadsheet Its available from
the Computer Core page Section Play Aids PBEM spreadsheet
http://www.geocities.com/Area51/Station/3565/#play
> On Wednesday, March 25, 1998 9:41 AM, Tim Jones [SMTP:Tim.Jones] wrote:
OOPs its not vector - cinematic only - apologies
> Has anyone got the formula for working out vector movement
This is the mathematical representation of the vector movement rules in
somebody's (I can't recall whose) optional rules.
Non-mathematical statement:
Add current velocity to current position, then add thrust vector. The new
velocity is the vector from the starting to ending positions.
Mathematically: Given (x0, y0, s0, a0) = initial location and velocity (speed
& angle) (t0, ta0) = vector "thrust" (magnitude and angle) where angles are
measured relative to the Y axis.
Then
x1 = x0 + s0 * sin(a0) + t0 * sin(ta0)
y1 = y0 + s0 * cos(a0) + t0 * cos(ta0)
s1 = sqrt( (x1 - x0)^2 + (y1 - y0)^2 )
a1 = atan( (x1 - x0) / (y1 - y0) )
- Sam