I had a problem there, that the floating point precision wasn't good enough and some physics calculations needed to be doubles, because orbit dynamics are just error prone
@Deleted User the separate streams weren't too obvious, except for the large waterfall. Still seems a little off to me, it's that large oscillating motion inside the water that throws me off
I was considering experimenting with a more traditional drag force, but in the end I decided against it. The physics of teeworlds are it's most successful part
it's that large oscillating motion inside the water that throws me off
Yeah, I don't have vertical friction to reduce this effect. Tried to add surface zone with a lower gravity value but tile is too big to dampen anything.
Currently we apply drag only on one axis. I wanted to apply it to the velocity vector of the tee. With a single coefficient, that way you can't really simulate the old behaviour
I like current teeworld physics feel. But that doesn't means that current behavior could not be precisely replicated with a slithly more advanced formulas.
12:29
That's my point
12:31
For example, adding a vertical air friction with a default valiue of 0 is the same as having vertical air friction of 0.01 and gravity of 0.49
12:31
nothing will be changed
12:35
but you don't have to change even default gravity as you can set for zone 0 (default one) air_vertical_friction to 0 and it will be same as before.