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38 lines
1.8 KiB
Markdown
38 lines
1.8 KiB
Markdown
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# Day 43
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My little experiment with making a types of vectors for the physical interpreations
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used when doing basic 2D physics actually produced some interesting results.
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I made types for position, distance, direction, velocity, and acceleration so far.
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Right now at the level of complexity our "physics" code is operating at they feel more
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"in the way" than actually something helping us with intuition or productivity.
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However, when Casey explained that delta-time is essentially applied to intergrate to "lower" frame of time;
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I realized that you could technically compress the application of delta time when you apply acceleration to velocity, velocity to position, etc.
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```cpp
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inline Pos2_f32& operator+=( Pos2_f32& pos, Vel2_f32 const vel )
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{
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pos.x += vel.x * engine::get_context()->delta_time;
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pos.y += vel.y * engine::get_context()->delta_time;
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return pos;
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}
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inline Vel2_f32& operator+=( Vel2_f32& vel, Accel2_f32 const accel )
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{
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vel.x += accel.x * engine::get_context()->delta_time;
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vel.y += accel.y * engine::get_context()->delta_time;
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return vel;
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}
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```
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The of this encapsulation is that the operators need to have awareness of the delta time from some context.
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So in a sense your enforcing that there is an implicit delta universally.
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For now I'm making that context just the engine's known delta from the platform's frametime.
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This most likely would get more complex if there are multiple physics threads or substepping is involved.
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I'm also not sure how much performance is also sacrificed with this approach since an indirection was introduced with having to grab the context.
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If there is a issue with performance the user can always at worst case downcast to regular vectors and just do the math directly...
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For now I'll continue to use this approach and see how it goes.
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