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The Fluid Drag Controller

Dec 27, 2007 at 11:53 AM
Hello! I'd like to add water into my platforming game and after trying various methods of applying forces to my objects with undesirable results, I came across the fluid drag controller which sounds promising.... problem is... How do you use it??
Dec 28, 2007 at 5:22 PM
Here is some where I set up the fluid drag controller. I'll try and add a demo for this but not promises on when that will be.

waterAABB = new AABB(ConvertUnits.ToSimUnits(0, 400), ConvertUnits.ToSimUnits(800, 600));
fluidDragController = new FluidDragController();
fluidDragController.Initialize(waterAABB, .5f,3.3f,1,physicsSimulator.Gravity);


Dec 29, 2007 at 11:39 AM
Excellent! Thank you!
Is it a good idea to use ConvertUnits for everything? I keep getting strange errors with my objects where they sometimes just spin out of control and don't act realistically.... even sometimes throwing an Arithmetic Exception when it tries to work out rotational drag or something...
Dec 29, 2007 at 12:29 PM
Edited Dec 29, 2007 at 12:30 PM
I usually use convert units. For me it's easier to tune things if I'm working in "meters" rather than pixels.

I usually use 50 pixels = 1 meter.