Pretty much.
K = (1/2)m v^2
Keeping initial energy constant (from the kick)- increasing m decreases v.
Search found 60 matches
- Wed May 25, 2011 6:30 am
- Forum: General Discussion
- Topic: How to use different "gravity" for some entities i
- Replies: 12
- Views: 4695
- Tue May 24, 2011 6:36 pm
- Forum: General Discussion
- Topic: How to use different "gravity" for some entities i
- Replies: 12
- Views: 4695
- Sun May 22, 2011 5:02 am
- Forum: General Discussion
- Topic: How to use different "gravity" for some entities i
- Replies: 12
- Views: 4695
- Sat May 21, 2011 11:41 am
- Forum: General Discussion
- Topic: How to use different "gravity" for some entities i
- Replies: 12
- Views: 4695
- Sat Apr 30, 2011 12:30 pm
- Forum: General Discussion
- Topic: (DP) Improved flashlight
- Replies: 6
- Views: 2664
You're better off giving your variables names that convey their meaning or function. local float a, b, c, d, e, f, g, h; conveys nothing. On the other hand: vector v1; float distance, brightness, radius; Is a lot easier to understand and debug. Moreso your vector algebra is way off. Consider - trace...
- Thu Apr 28, 2011 7:14 pm
- Forum: General Discussion
- Topic: (DP) Improved flashlight
- Replies: 6
- Views: 2664
- Fri Feb 04, 2011 12:32 pm
- Forum: Engine Programming
- Topic: CSQC, MenuQC, effectinfo.txt, skeletal models -> Makaqu
- Replies: 21
- Views: 4218
- Thu Jan 27, 2011 4:15 am
- Forum: General Programming
- Topic: Stocking GLQuake with better Model Formats...
- Replies: 6
- Views: 2926
Re: Stocking GLQuake with better Model Formats...
Hello everyone, after some Quake Engine Coding, and preparing Operations with some newer Tests on Quake, i really hate the Quake Model format's Vertex Animations and sucked up quake palette skin. I was looking around here, and on quakesrc tutorials about implentation support for MD3 or so. And beca...
- Fri Jan 14, 2011 8:19 am
- Forum: General Discussion
- Topic: DarkPlaces Beatiful Shots
- Replies: 37
- Views: 8982
- Thu Jan 13, 2011 3:25 pm
- Forum: General Discussion
- Topic: DarkPlaces Beatiful Shots
- Replies: 37
- Views: 8982
- Sat Jan 08, 2011 5:42 pm
- Forum: General Discussion
- Topic: Platform 'program-manager' repositories
- Replies: 16
- Views: 4297
- Sun Jan 02, 2011 3:31 pm
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 24365
And where does using 3rd party, open source compiling tools stand? Is the format itself considered part of the SDK? You'd really need to ask a lawyer about that. There is historical precedent allowing clean room back-engineering. Presumably Ender employed these methods when he released his version ...
- Sat Jan 01, 2011 6:50 am
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 24365
http://am.half-lifecreations.com/forums/index.php?topic=535.0 Hi. I want to show a very interesting engine Smiley. Xash a separate engine. Now at the stage of beta. One of its features, support for half-life client, server, models, sounds, sprites e.t.c. Map format: q3bsp Included as a port SoHL 1....
- Thu Dec 30, 2010 2:12 am
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 24365
Re: Know what i would like to see?
What's this? When I google all I see is a bunch of Russian.Ranger366 wrote:Xash3D (GoldSrc Engine built "from Scratch" by Uncle Mike)
- Fri Nov 05, 2010 3:38 am
- Forum: QuakeC Programming
- Topic: <New coder needed for conscript>
- Replies: 55
- Views: 8796
The thing is, Darkplaces has a nice big QuakeC extensions wishlist that makes it easy on the modders. On the other hand, the half dozen PSP-Quake triple-A remake projects I've seen, seem to be struggling to get the basics done under the engine limitations. Most successful projects (with the exceptio...