How can I determine the final velocity of an object in a game physics engine when given initial velocity and displacement, but not acceleration?

Calculating Final Velocity from Initial Velocity and Displacement in a Game Physics Engine

Understanding the Physics Equation

In physics-based game development, determining the final velocity of an object without direct acceleration data requires applying kinematic equations. The fundamental equation used in this context is derived from:

vf2 = vi2 + 2 * a * d

where:

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  • vf: Final velocity
  • vi: Initial velocity
  • a: Acceleration
  • d: Displacement

Since acceleration is not given, we can rearrange terms to solve for the final velocity without acceleration.

Derivation Without Direct Acceleration

If you assume constant acceleration, it’s feasible to use the equations of motion to express the acceleration in terms of other variables. However, for direct computation of final velocity, knowing just the initial velocity and displacement, the scenario becomes complex without additional forces or time data. The following derivation assumes time-based progression within the physics engine:

  • Using Known Values: Assume uniform motion where acceleration can be inferred indirectly through other game mechanics or equations of state.
  • Numerical Integration: In a physics engine like Unity, employ numerical methods (Euler’s method, Verlet integration) via small time steps to estimate velocity changes over time.

Practical Implementation in Unity

Here’s a basic Unity script to compute final velocity using numerical integration:

using UnityEngine;public class VelocityCalculator : MonoBehaviour { public float initialVelocity; public float displacement; private float finalVelocity; private float mass = 1.0f; // Assuming unit mass for simplicity private void Start() { float timeDiff = 0.02f; // Assume fixed time step while(YourConditionHere) { float inferredAcceleration = ComputeAcceleration(mass, displacement); initialVelocity += inferredAcceleration * timeDiff; displacement -= initialVelocity * timeDiff; if (displacement <= 0) { break; } } finalVelocity = initialVelocity; Debug.Log($"Final Velocity: {finalVelocity}"); } private float ComputeAcceleration(float mass, float displacement) { // Basic placeholder for acceleration calculation return displacement / mass; // Modify based on contextual game physics } }

In this pseudocode, control flow updates velocity iteratively using inferred acceleration and displacement across small time steps, mimic naturalistic motion without explicitly stated acceleration input.

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