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Re: does any math genius know if this is possible

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RoQuick is not online. RoQuick
Joined: 12 May 2013
Total Posts: 595
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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phoenix53124 is not online. phoenix53124
Joined: 25 Feb 2009
Total Posts: 4889
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 is not online. RoQuick
Joined: 12 May 2013
Total Posts: 595
10 May 2016 06:09 PM
what the f
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RoQuick is not online. RoQuick
Joined: 12 May 2013
Total Posts: 595
10 May 2016 06:10 PM
ridge
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phoenix53124 is not online. phoenix53124
Joined: 25 Feb 2009
Total Posts: 4889
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 is not online. dave2011
Joined: 02 Oct 2010
Total Posts: 10581
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 is not online. RoQuick
Joined: 12 May 2013
Total Posts: 595
10 May 2016 06:11 PM
you're really smart but I have no idea what ur talking about 😭
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RoQuick is not online. RoQuick
Joined: 12 May 2013
Total Posts: 595
10 May 2016 06:13 PM
what if I know the start position of the ball
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GGGGG14 is not online. GGGGG14
Joined: 29 Jan 2012
Total Posts: 25344
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 is not online. dave2011
Joined: 02 Oct 2010
Total Posts: 10581
10 May 2016 06:15 PM
^you dont know the acceleration or the start position or the time or anything


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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
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 is not online. C0D3Y
Joined: 24 Jul 2010
Total Posts: 1692
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 is not online. Zawie
Joined: 04 Jul 2010
Total Posts: 6338
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 is not online. RoQuick
Joined: 12 May 2013
Total Posts: 595
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 is not online. dave2011
Joined: 02 Oct 2010
Total Posts: 10581
10 May 2016 06:31 PM
is there gravity/an angle it is thrown/shot/etc.?


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phoenix53124 is not online. phoenix53124
Joined: 25 Feb 2009
Total Posts: 4889
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 is not online. GGGGG14
Joined: 29 Jan 2012
Total Posts: 25344
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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ObscureEntity is online. ObscureEntity
Joined: 12 Mar 2011
Total Posts: 63
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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AggressiveCatch is not online. AggressiveCatch
Joined: 17 Jul 2011
Total Posts: 5840
10 May 2016 06:43 PM
yeah u need a direction
velocity not enough
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dave2011 is not online. dave2011
Joined: 02 Oct 2010
Total Posts: 10581
10 May 2016 09:23 PM
^velocity has a direction, it is a vector including both speed and direction


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minerioProgramer is not online. minerioProgramer
Joined: 21 Dec 2012
Total Posts: 432
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 is not online. Wowgnomes
Joined: 27 Sep 2009
Total Posts: 26255
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 is not online. Wowgnomes
Joined: 27 Sep 2009
Total Posts: 26255
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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JarodOfOrbiter is not online. JarodOfOrbiter
Joined: 17 Feb 2011
Total Posts: 20029
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 is not online. Wowgnomes
Joined: 27 Sep 2009
Total Posts: 26255
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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