I’m not quite sure what I am doing wrong.
wikipedia
x
local function x(t)
return v.X * t * math.cos(a)
end
y
local function y(t)
return v.Y * t * math.sin(a) - 1 / 2 * g * math.pow(t, 2)
end
Projection
code
local v = Vector2.new(16, 50)
local a = 45
local g = workspace.Gravity
local function x(t)
return v.X * t * math.cos(a)
end
local function y(t)
return v.Y * t * math.sin(a) - 1 / 2 * g * math.pow(t, 2)
end
for t = 0, 1, 1 / 144 do
local Part = Instance.new("Part")
Part.Color = Color3.fromRGB(255, 0, 0)
Part.Material = Enum.Material.Neon
Part.Transparency = .5
Part.Name = ("%d"):format(t)
Part.Parent = workspace
Part.Size = Vector3.new(1, 1, 1)
Part.Position = Vector3.new(x(t), y(t), 0)
Part.CanCollide = false
Part.Anchored = true
end
local Part = Instance.new("Part")
Part.Color = Color3.fromRGB(0, 255, 0)
Part.Material = Enum.Material.Neon
Part.Transparency = .5
Part.Parent = workspace
Part.Size = Vector3.new(2, 2, 2)
Part.Position = Vector3.new(0, 0, 0)
Part.CanCollide = false
Part.AssemblyLinearVelocity = Vector3.new(v.X, v.Y, 0)
for t = 0, 1, 1 / 144 do
local Clone = Part:Clone()
Clone.Color = Color3.fromRGB(0, 0, 255)
Clone.Parent = workspace
Clone.Size = Vector3.new(1, 1, 1)
Clone.Anchored = true
task.wait(1 / 144)
end
I’m not sure why the projected path is different from the actual path, I am trying to project the path that would be formed when a player jumps, v.x is walkspeed v.y is jumppower. I’d like to know why it is different and how I can fix this.