fix turn speed framerate dependent
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parent
161e615aa7
commit
c6b2a8c283
10
src/game.c
10
src/game.c
@ -184,13 +184,14 @@ INTERNAL void spawn_test_entities(f32 offset)
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//e->control_force = 5000;
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e->control_force = 250;
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#endif
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e->control_turn_speed = 10;
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//e->control_turn_speed = 10;
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e->control_turn_speed = 1;
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e->control.focus = V2(0, -1);
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entity_enable_prop(e, ENTITY_PROP_PHYSICAL);
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e->mass_unscaled = 50;
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e->mass_unscaled = 10;
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//e->inertia_unscaled = F32_INFINITY;
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e->inertia_unscaled = 100;
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e->inertia_unscaled = 10;
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e->linear_ground_friction = 200;
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e->angular_ground_friction = 100;
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@ -1535,9 +1536,8 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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}
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{
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/* TODO: Why is 25 working here? */
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f32 inertia_scaled = ent->inertia_unscaled * math_fabs(xform_get_determinant(xf));
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joint_ent->motor_joint_data.max_torque = (25 * PI * inertia_scaled) * ent->control_turn_speed;
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joint_ent->motor_joint_data.max_torque = ((1.f / dt) * (PI / 2) * inertia_scaled) * ent->control_turn_speed;
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}
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/* Solve for final angle using law of sines */
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