Game Development Reference

In-Depth Information

// Calculate the new velocity at time t + dt

// where V is the velocity at time t

Vnew = V + (k1 + 2*k2 + 2*k3 + k4) / 6;

// 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;

}

To show you how accuracy is improved over the basic Euler method, we've superimā

posed integration results for the ship example using these two methods over those

shown in
Figure 7-2
and
Figure 7-3
.
Figure 7-6
and
Figure 7-7
show the results, where

Figure 7-7
is a zoomed view of 7-6.

Figure 7-6. Method comparison