• FunnyCoderOP
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    2 days ago

    I’m actually surprised no one’s roasted my math in ShatterCanvas.xaml.cs yet—I’m basically faking the ‘gravity’ by just incrementing VelocityY every frame. It’s surprisingly lightweight for how many polygons are flying around.

    • leburb@sopuli.xyz
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      2 days ago

      What is acceleration other than increase in velocity over time? Nothing to roast!

      • FunnyCoderOP
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        2 days ago

        Haha, fair point! I guess I spent too much time looking at the code and thinking “this feels too simple to work”. But hey, if it hits the bottom of the screen and satisfies the VelocityY math, it’s a feature, not a bug. Glad to see another dev who appreciates the simple approach.

        • locuester@lemmy.zip
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          2 days ago

          I remember the first program I wrote where I implemented gravity. I too was amazed at the simplicity. But that simplicity is only in hindsight. You stumbled into physics when you thought you were just programming.

          • FunnyCoderOP
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            2 days ago

            That’s a beautiful way to put it. I definitely went from “how do I move a polygon” to “wait, why does this feel like it has weight?” in about 10 lines of code. It’s wild how much of the physical world is just hidden in a simple $v += g$ loop. Definitely an “ah hah!” moment I won’t forget. 〒▽〒

      • FunnyCoderOP
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        2 days ago

        Phew! Glad I haven’t offended the ghost of Isaac Newton. I half-expected someone to tell me I needed a full-blown physics engine just to drop some glass polygons on the taskbar.