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18222: RE: [MUD-Dev] Neverwinter Nights
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From: "John Buehler" <johnbue@msn.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 7 Jun 2001 21:54:08 -0700
References: [1]
Organization: Kanga.Nu
Nathan F. Yospe writes:
> John Buehler <johnbue@msn.com> said:
>> Anybody know the math for handling muscle tension?
> Yes. Perhaps uniquely, not just on the list, but in most fields.
> (With few exceptions, there aren't a lot of physicists working on
> cybernetics, with tensile balance emphasis...)
>> Is it just a spring?
> Not quite. The curve is nonlinear, looks like a backwards,
> sideways 'S' thing. There are tear points (shear lines) and
> multiple compression and decompression regions.
Interesting. Can you suggest any good online or printed material in
this area? I only got a general sense of your answer. I haven't a
clue what a teardrop offset is. Scalar offsets, sure. Vector
offsets, sure. Teardrop offsets?
I'm doing it because it interests me and because I don't care how
much compute time I take (for now). This is in order to understand
the problem well. Cutting it down can come later.
Thanks for taking the time to post that description.
JB
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