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You mean you didn't want to try to calculate the friction coefficient and use that to cause the deceleration? Pssht what kind of dev are you?
/Sarcasm -
@TheOct0 I would have solved this in the same manner. No need to make it super complicated unless you're aiming for real life physics.
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Root797346yI love physics, so I'd have gone with the equation.
But a static drag coefficient is really easy and works well enough, too. (dxy *= friction every tick) I've used that pretty often as well -
TheOct039276y@Root I'm a simple man. I see that I have to integrate complicated physics into my game, I cry.
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@Root that'd be version 4.0 or so. After I fixed all the other bugs I might loop back around and code some quality physics. (And add even more bugs)
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rant
game physics
stupid me
wk117