Orbital Paths in Unity (Not Newtonian Aproach)












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Hello!



After developing a Newtonian gravity based physics engine in my game using Unity2D, which is about a ball being kicked by players around Earth and possibly attracted by Moon and shot in various destinations as a goal, I have seen that ball's motions can be quite boring.



Therefore, did some research and seen how Mario fixed the 'floaty' jump behaviour of natural gravity physics. It seems that throughout 28 frames, Mario jumps for 18 frames and then as his jump comes to a descend gravity triples and has a faster fall down.



I thought this might be a similar solution to my game's 'crispy' movement that rather than gravity affecting the ball's speed, it only determines its trajectory but the speed remains constant for me to change and modify it externally if necessary. However, I can not think of any way to approach this.










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    0















    Hello!



    After developing a Newtonian gravity based physics engine in my game using Unity2D, which is about a ball being kicked by players around Earth and possibly attracted by Moon and shot in various destinations as a goal, I have seen that ball's motions can be quite boring.



    Therefore, did some research and seen how Mario fixed the 'floaty' jump behaviour of natural gravity physics. It seems that throughout 28 frames, Mario jumps for 18 frames and then as his jump comes to a descend gravity triples and has a faster fall down.



    I thought this might be a similar solution to my game's 'crispy' movement that rather than gravity affecting the ball's speed, it only determines its trajectory but the speed remains constant for me to change and modify it externally if necessary. However, I can not think of any way to approach this.










    share|improve this question

























      0












      0








      0








      Hello!



      After developing a Newtonian gravity based physics engine in my game using Unity2D, which is about a ball being kicked by players around Earth and possibly attracted by Moon and shot in various destinations as a goal, I have seen that ball's motions can be quite boring.



      Therefore, did some research and seen how Mario fixed the 'floaty' jump behaviour of natural gravity physics. It seems that throughout 28 frames, Mario jumps for 18 frames and then as his jump comes to a descend gravity triples and has a faster fall down.



      I thought this might be a similar solution to my game's 'crispy' movement that rather than gravity affecting the ball's speed, it only determines its trajectory but the speed remains constant for me to change and modify it externally if necessary. However, I can not think of any way to approach this.










      share|improve this question














      Hello!



      After developing a Newtonian gravity based physics engine in my game using Unity2D, which is about a ball being kicked by players around Earth and possibly attracted by Moon and shot in various destinations as a goal, I have seen that ball's motions can be quite boring.



      Therefore, did some research and seen how Mario fixed the 'floaty' jump behaviour of natural gravity physics. It seems that throughout 28 frames, Mario jumps for 18 frames and then as his jump comes to a descend gravity triples and has a faster fall down.



      I thought this might be a similar solution to my game's 'crispy' movement that rather than gravity affecting the ball's speed, it only determines its trajectory but the speed remains constant for me to change and modify it externally if necessary. However, I can not think of any way to approach this.







      c# unity3d game-physics physics gravity






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      asked Nov 15 '18 at 2:07









      Ugur Cagri YilmazUgur Cagri Yilmaz

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