the title says it all. How can I convert an impulse to an assemblylinearvelocity? Simply by knowing the impulse force.
Any help would be great. Just looking for a formula or maybe even a link to another page would work
the title says it all. How can I convert an impulse to an assemblylinearvelocity? Simply by knowing the impulse force.
Any help would be great. Just looking for a formula or maybe even a link to another page would work
velocity = force / mass
Although an impulse is a force applied over time, Roblox treats an impulse as an instantaneous force (assuming you’re talking about :ApplyImpulse())
I am. But I’m not exactly fully aware of what everything else your saying. I know what velocity is but I still don’t fully understand how I would translate linear to impulse
What do you mean? Are you trying to convert linear velocity to an impulse or an impulse to velocity? An impulse is just a force, you just divide it by a part’s mass and you’ll get it’s velocity
Impulse is force x time, which is equivalent to the change in momentum (m x v).
So you can indeed get the change in velocity = impulse / mass.
You cannot say force / mass = velocity as actually force / mass = acceleration
Oh yeah yeah you’re right force/mass is acceleration, not velocity I made a mistake there. Damn that’s embarrassing..
Impulse is equal to the change in momentum on an object (mass x change in velocity). The method below takes an impulse vector3 and the target part which the impulse is being applied to, and returns the new assembly linear velocity of the part after the impulse has been applied.
local function impulseToALV(impulse : Vector3, targetPart : BasePart): Vector3
local dVelocity = impulse / targetPart.AssemblyMass
return targetPart.AssemblyLinearVelocity + dVelocity
end
this may be off topic. its fine if we can move this to dms, but since all you of you know your stuff when it comes to physics, or atleast at a decent level.
when it comes to the player how can I cancel his force exerted on other unanchored objects, Specific objects. Cuz currently this objects must be light and must collide with the player. so for the player not moving them is turning to be an issue.
How can I solve this? I have one idea on simply detecting if the player exerts force on an object and just subtracting that force creating the canceling effect. But im not sure how to detect such an occurrence, server sided too.
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