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barkalov2014-09-24 18:48:01
Game development
barkalov, 2014-09-24 18:48:01

Gamedev-question from school physics: power is equivalent to force?

Hey!
I'm making a game about space (so, as an entertainment). Keplerian orbits, ordinary Newtonian physics. So.
The spacecraft has an engine. I want to limit its power to some parameter (or curve) so that everything is like for real.
The motor is controlled by a function that takes as input the value of the force F, in newtons. (Inside the function, we divide Fdt by the mass, we get the acceleration, we add it to the speed and we fly, and so on 50 times per second, everything is as usual).
That is, I need to limit the force F at the input. Knowing the maximum power W.
According to the formula W \u003d dA / dt
A is work. Which in this case is equivalent to the kinetic energy E k (am I right?).
Kinetic energy is calculated by the formula E k =mv2 /2
That is, having the past and new speed values, we can recalculate dE k and then W. And vice versa.
But. I have doubts:

  1. Was it for nothing that I skipped physics at school?
  2. Isn't it one and the same in this case - power and strength (scalar)? In this case, it means that the force is one, the mass is constant, there are no potentials (gravity is considered separately), and the calculation is discrete in time (the same dt) - the good old Euler method.

Can I just limit the force, considering that I am limiting the power. Is this correct from the point of view of Isaac Isaakovich?

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pi314, 2014-09-25
@barkalov

Unless the engine is on ultra-fast bullshit accelerated by torsion fields, then "for everything to be like for real" you need to take into account the reduction in mass that inevitably takes place as the engine runs :)

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