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Implementing forces in Unit Motion (HELP WANTED)


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20 minutes ago, Thalatta said:

"a circular body is always struck through its centre", I guess this is some non-physical simplification

Like a simplification that doesn't account for friction? :D

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2 minutes ago, Atrik said:

Like a simplification that doesn't account for friction? :D

I see, tangential forces would need friction to act. And I guess including that might cause a bunch of other problems, like units getting quite stuck.

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ok, another random guess: :D

Maybe we could use an additional force, where an idle unit clears the path for an allied moving unit, before they are colliding, when it's blocking the way? The blocking unit would just slighty move to the side, but only if there is space available

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25 minutes ago, nifa said:

Maybe we could use an additional force, where an idle unit clears the path for an allied moving unit, before they are colliding, when it's blocking the way? The blocking unit would just slighty move to the side, but only if there is space available

It is kind of the case depending on how you look at it : 
We could say that units aren't actually pushed, they just look at every neighbor that look too close to them, then they move away from them.
Consuming
all forces they calculated, tells them where they have to go for this turn. So it's them actually moving away..
Well since all that is a bit some abstraction of physical events probably there are as many way to phrase it as you want. :D

25 minutes ago, nifa said:

ok, another random guess: :D

I'm glad for the involvement, it shows that this is an interesting topic and that many things will sprout out of it. :thumbsup:

In fact, a big highlight of this project is that it will be easy, even from a mod, to plug in forces into UnitMotion.
Examples : weather, spells (attractions, repulsion)...

Edited by Atrik
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