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LSL Wiki : damp

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Damping, represented by a tau symbol for seconds, is a type of physical motion characterized by its non-constant velocity: the closer the object is to its target, the slower it will go. Because of this property of damped motion, damping is used in a few LSL dynamics movement functions to compensate for rounding errors and script asynchronicities. Damping relies on the principle that a slow-moving object is easier and more visually appealing to stop than a fast-moving one.

With Havok 2, damping will (hopefully) become less of an issue then it is now, and constant velocity motion, while still slightly more difficult to code, will become more accurate, and therefore more appealing.

Functions that cause damping include:

some vehicle parameters

Dynamics | Physical | tau
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