RoQuick
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| Joined: 12 May 2013 |
| Total Posts: 595 |
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| 10 May 2016 06:07 PM |
is it possible to find the final position of a moving object based on it's velocity? for example, if you throw a ball, is it possible to find out where it will land & stop just by looking at the velocity? please help |
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| 10 May 2016 06:09 PM |
If you are 100% certain of an object's velocity, you are 0% sure of it's position.
#Heisenberg |
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RoQuick
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| Joined: 12 May 2013 |
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RoQuick
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| Joined: 12 May 2013 |
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| 10 May 2016 06:10 PM |
It's called the Heisenberg Uncertainty Principle.
But you need two data points to compare. |
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dave2011
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| Joined: 02 Oct 2010 |
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| 10 May 2016 06:11 PM |
based on just velocity and not knowing anything else then no way to tell
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RoQuick
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| 10 May 2016 06:11 PM |
| you're really smart but I have no idea what ur talking about 😭 |
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RoQuick
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| Joined: 12 May 2013 |
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| 10 May 2016 06:13 PM |
| what if I know the start position of the ball |
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GGGGG14
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| Joined: 29 Jan 2012 |
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| 10 May 2016 06:15 PM |
| Velocity is speed + direction, so you may know the general area where it would be found, but it's uncertain where the exact position will be because there are so many other factors to be included in determining the position at the end. |
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dave2011
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| 10 May 2016 06:15 PM |
^you dont know the acceleration or the start position or the time or anything
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| 10 May 2016 06:15 PM |
It will never stop. What do I win? There's no friction, and we aren't accounting for the environment or gravity, so it would never actually stop.
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C0D3Y
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| Joined: 24 Jul 2010 |
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| 10 May 2016 06:20 PM |
This is more physics than math, but assuming that you're talking about game development which you should be if you're posting in this forum, you should be able to determine the position of the object knowing the velocity. I know that in two dimensions it's a fairly simple kinematic equation. If you're adding the third dimension into it, the equation will likely be slightly more complicated, but I doubt it will be impossible to understand.
Look up kinematic equations and see if that's what you're looking for.
(Everyone else went into quantum mechanics, so I figured I'd go the opposite route with the easiest thing possible) |
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Zawie
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| Joined: 04 Jul 2010 |
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| 10 May 2016 06:21 PM |
| Mathematically it will never stop. Like a bouncing ball mathematically never stops bouncing. We know in the real world that it will indeed stop bouncing, but not in math |
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RoQuick
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| Joined: 12 May 2013 |
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| 10 May 2016 06:31 PM |
so if the velocity is not enough can someone tell me what I need to figure it out?
right now I know the start position the target position (it's where the ball is directed at but it wont stop there) the elasticity of the ball the friction of the ball
anybody know what else I need |
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dave2011
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| 10 May 2016 06:31 PM |
is there gravity/an angle it is thrown/shot/etc.?
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| 10 May 2016 06:34 PM |
Tolerance = .05 --The wait interval. Also used to make the predicted curve. Object = workspace.Part
function CFrameWrapper(f, c) --This generates a CFrame value to accomodate math return CFrame.new(f(c.X),f(c.y),f(c.z)) end
function PredictMovement(Object) --Wrapper!
C = Object.CFrame --Start wait(.05) C2 = Object.CFrame --End after 'Tolerance' seconds
Difference = C2 - C
return function(seconds) --The wrapped function that predicts the position of the object at 'seconds' seconds from measurement.
return C2 + CFrameWrapper(function(n)return n*seconds/Tolerance end, Difference) end
end |
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GGGGG14
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| Joined: 29 Jan 2012 |
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| 10 May 2016 06:37 PM |
If we can assume the ball will stop w/ eventually stop moving and each a velocity of 0 then we can say:
0 = (InitialVelocity)^2 + 2(acceleration)(displacement)
If you can get the invitial velocity and the acceleration, then you could get displacement and presumable discover where the ball will finally lie at the end of its movement. |
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| 10 May 2016 06:37 PM |
Simple physics. You need to know the angle of the ball being thrown, the gravity (assuming it's on earth it's 9.8m/s^2), and the speed the ball is being thrown at.
Google Physics Parabola equation, or something like that, and it'll probably give you a walk through of how to do it, and explain how it works.
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| 10 May 2016 06:43 PM |
yeah u need a direction velocity not enough |
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dave2011
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| Joined: 02 Oct 2010 |
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| 10 May 2016 09:23 PM |
^velocity has a direction, it is a vector including both speed and direction
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| 10 May 2016 09:43 PM |
| Some of you guys have a hard time determining that Roblox is separate from real life. Stop using reality physics, this guy is asking for Roblox physics. |
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Wowgnomes
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| Joined: 27 Sep 2009 |
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| 10 May 2016 09:45 PM |
Velocity * time = distance
wtf
basic physics like year 1 stuff
first i ever learned was dirt, d=rt distance = rate * time
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Wowgnomes
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| 10 May 2016 09:46 PM |
The heisenberg is only for particles because by observing either value you change the other
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| 10 May 2016 09:47 PM |
There is not a straightforward or efficient way to determine where it will stop. Well, there's raycasting, and I would go with that.
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Wowgnomes
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| Joined: 27 Sep 2009 |
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| 10 May 2016 09:52 PM |
raycasting wat how would that
no u would do velocity and use the y component to determine time in accordance with robloxian physics then multiply that time by x and then multiple the time times z and then add the squares of each then squareroot that number
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