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gravitycontroller : linear and distance squared reversed?

Topics: Developer Forum, User Forum
Jul 11, 2013 at 7:38 AM
I was looking at the GravityController and noticed that the two types of forces are switched
                    switch (GravityType)
                        case GravityType.DistanceSquared:
                            f = Strength / r2 / (float)Math.Sqrt(r2) * body1.Mass * body2.Mass * d;
                        case GravityType.Linear:
                            f = Strength / r2 * body1.Mass * body2.Mass * d;
Also linear may as well be written:
                            f = Strength / r * body1.Mass * body2.Mass * d;
(r was previously declared)
Nitpicky, I know, but may as well keep it simple.
Jul 16, 2013 at 2:43 AM
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