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  운영자(2019-05-17 11:31:02, Hit : 75, Vote : 26
 DirectX GUI

Tutorial: Migrating Your Apps to DirectX* 12 – Part 4 (Multiple Plane)
http://software.intel.com/en-us/articles/tutorial-migrating-your-apps-to-directx-12-part-4

jump
http://2dengine.com/?p=platformers
http://error454.com/2013/10/23/platformer-physics-101-and-the-3-fundamental-equations-of-platformers/


function update(n) {
    var p1=picked[0];var p2=picked[1];
    if((p1==h&&p2==g)||(p1==g&&p2==h))  {
        v.value=Math.sqrt(2*g.value*h.value);
        a.value=v.value/g.value;
    }
    else if((p1==h&&p2==v)||(p1==v&&p2==h))  {  //jumpHeight, initVelocity를 알때
        g.value=(2*h.value)/(a.value*a.value);
        a.value=h.value/v.value*2;
    }
    else if((p1==h&&p2==a)||(p1==a&&p2==h)) {
        g.value=(2*h.value)/(a.value*a.value);
        v.value=Math.sqrt(2*g.value*h.value);
    }
    else if((p1==g&&p2==v)||(p1==v&&p2==g))
    {
        a.value=v.value/g.value;
        h.value=v.value/2*a.value;
    }
    else if((p1==g&&p2==a)||(p1==a&&p2==g))   {
        v.value=g.value*a.value;
        h.value=v.value/2*a.value;
    }
    else if((p1==v&&p2==a)||(p1==a&&p2==v))  {
        h.value=v.value/2*a.value;
        g.value=(2*h.value)/(a.value*a.value);
    }
    v.value=v.value;
    h.value=h.value;
    g.value=g.value;
    a.value=a.value;
}


-- what is the gravity that would allow jumping to a given height?
g = (2*jumpHeight)/(timeToApex^2)

-- what is the initial jump velocity?
initJumpVelocity = math.sqrt(2*g*jumpHeight)

-- how long does it take to reach the maximum height of a jump?
-- note: if "initJumpVelocity" is not a multiple of "g" the maximum height is reached between frames
timeToApex = initJumpVelocity/g


------------------------------------------------------------------
물리에서 변위를 t로 미분하면 속도가 나오고 속도를 미분하면 가속도가 나온다
s(변위) = v0*t + a*t2/2 = v0 + 2*a*t/2 = v0 + a*t
v(속도) = v0 + a*t = 1*a
a(가속도)

출처: https://zzragida.tistory.com/entry/물리와-미분과-힘-가속도-속도변위거리식-정리 [아름다운 세상을 위하여~~]




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