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.
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.
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.
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.
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.
That is exactly how gravity works lol
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.
What is acceleration other than increase in velocity over time? Nothing to roast!
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.
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.