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May 16th, 2014, 10:42 AM  #11 
Newbie Joined: May 2014 From: Portugal Posts: 5 Thanks: 0 
I forgot to mention: I've developed another mobile game, it's available on Windows Phone. It involved some math, because all the collision and physics were developed by me. We used no api or engine for that job. There are 2 version: Snails Free  Windows Phone Apps+Games Store (United States) Snails  Windows Phone Apps+Games Store (United States) 
May 16th, 2014, 02:02 PM  #12  
Senior Member Joined: Nov 2013 From: Baku Posts: 502 Thanks: 56 Math Focus: Geometry  Quote:
 
June 30th, 2014, 06:58 AM  #13 
Senior Member Joined: Apr 2014 From: Glasgow Posts: 2,157 Thanks: 731 Math Focus: Physics, mathematical modelling, numerical and computational solutions 
Just a bit of extra info: Braking distance for a car goes with the square of the velocity because you are converting kinetic energy into work done on the tyres: $\displaystyle \frac{1}{2}mv^2 = Fd$ Therefore, $\displaystyle d = \frac{mv^2}{2F}$ where $\displaystyle m$ is the mass of the car+cargo, $\displaystyle v$ is the velocity of car when the brakes are turned on, $\displaystyle F$ is the force applied by the brakes (assumed constant) and $\displaystyle d$ is the distance travelled. This means you can tweak the braking distance based on parameters for the car you have. You could, for example, have a heavier car have a larger braking distance unless the player upgrades the brakes. In addition, the total distance travelled by the car to avoid a hazard is actually the braking distance + the reaction distance: $\displaystyle d_{total} = d_b + d_r$ where the reaction distance, $\displaystyle d_r$, is linear with velocity (typically $\displaystyle d_r=\alpha v$, where $\displaystyle \alpha$ is a small positive constant) and is affected by visibility, tiredness and drugusage. You could even model drinkdriving using this kind of formula (although you would need to add extra code for swerving) Last edited by Benit13; June 30th, 2014 at 07:02 AM. 

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