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  • ✇Quanta Magazine
  • Simple Equation Predicts the Shapes of Carbon-Capturing WetlandsGabriel Popkin
    A visit to a peat bog will make you rethink everything you know about the surface of our planet. A bog is land, sort of, but not in the solid-ground sense you’re used to. If you try walking across one’s surface, you may feel the soft organic muck known as peat undulate beneath you — or you may sink into it yourself. From the surface, it’s hard to know whether the waterlogged peat extends 3 feet... Source
     

Simple Equation Predicts the Shapes of Carbon-Capturing Wetlands

28. Květen 2024 v 16:09

A visit to a peat bog will make you rethink everything you know about the surface of our planet. A bog is land, sort of, but not in the solid-ground sense you’re used to. If you try walking across one’s surface, you may feel the soft organic muck known as peat undulate beneath you — or you may sink into it yourself. From the surface, it’s hard to know whether the waterlogged peat extends 3 feet...

Source

  • ✇Recent Questions - Game Development Stack Exchange
  • 2D orbit an orbiting body without ellipsegabriel__
    I have a monster (boss) that spawns a minion (m1) which orbits the boss. m1 can spawn its own minion (m2) which orbits m1. This creates a situation where m2 is orbiting m1 and m1 is orbiting the boss. This results in m2 having an elliptical orbit. I'm wondering if there is some way to make it such that m2s orbit is always circular just like how m1 orbits the boss. the orbital movement calculation is done as such, and each frame the monsters are updated about where their origin is (ex, m2 knows e
     

2D orbit an orbiting body without ellipse

I have a monster (boss) that spawns a minion (m1) which orbits the boss. m1 can spawn its own minion (m2) which orbits m1. This creates a situation where m2 is orbiting m1 and m1 is orbiting the boss.

This results in m2 having an elliptical orbit. I'm wondering if there is some way to make it such that m2s orbit is always circular just like how m1 orbits the boss.

the orbital movement calculation is done as such, and each frame the monsters are updated about where their origin is (ex, m2 knows each frame where m1 is, and that is assigned as m2's origin to revolve about):

position.x = origin.x + radius * std::cos(angle);
position.y = origin.y + radius * std::sin(angle);

if anyone has any ideas, please share. thanks. I feel like this is impossible but figured I'd ask anyways.

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