Game Development Reference
In-Depth Information
Here y is a function of t , and y ' is the derivative as a function of t and possibly of y
depending on the equations you're trying to solve, and ∆ t the step size.
To make this clearer for you, we'll show these formulas in terms of the ship example
equation of motion of Chapter 4 , the same example that we discussed in the previous
section. In this case, velocity is approximated by the following formulas:
k 1 = ∆t [1/m (T - C v t )]
k 2 = ∆t [1/m (T - C (v t + k 1 ))]
v t+∆t = v t + ½(k 1 + k 2 )
where v t is the velocity at time t , and v t+∆t is the new velocity at time t +∆ t .
Here is the revised StepSimulation function showing how to implement this method
in code:
// This function progresses the simulation by dt seconds using
// the "improved" Euler method
void StepSimulation(float dt)
{
float F; // total force
float A; // acceleration
float Vnew; // new velocity at time t + dt
float Snew; // new position at time t + dt
float k1, k2;
F = (T - (C * V));
A = F/M;
k1 = dt * A;
F = (T - (C * (V + k1)));
A = F/M;
k2 = dt * A;
// Calculate the new velocity at time t + dt
// where V is the velocity at time t
Vnew = V + (k1 + k2) / 2;
// Calculate the new displacement at time t + dt
// where S is the displacement at time t
Snew = S + Vnew * dt;
// Update old velocity and displacement with the new ones
V = Vnew;
S = Snew;
}
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