Actionscript 3 :: Mathematical Error In Physics Restitution Formula

Aug 14, 2011

I admit it. I'm a mathematical imbecile. should I be attempting this at home? Probably not without serious injury. Anyway. Anyone that has a bit of experience in games and physics who can review this code and provide insight into why there is a built in "loss" in velocity in prototype would be hugely admired.

the concept: the actor falls from the sky, at some point intersects a boundary (trampoline.y) after which gravity (in this example a value of 1.6) stops operating and a restitution factor (in this case a value of -6) takes over.

right now I'm trying to create a zero-sum situation where you have the same velocity coming out of the trampoline "bounce" (hero.y >= trampoline.y) as you did going in. That's just not the case as the traces reveal.

[Code]...

For now I'm hoping to have a solution where the velocity on the tic after the character leaves contact with the trampoline is the same (but negative) of the velocity just prior to going in. Heck I've even tried storing and retrieving the entry position and velocity, but that just looks like a hiccup.

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