A fall accelerates without limit: there is no terminal velocity #29
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Source: TODO.md, "Arcade physics feel" (at
bbb7b8f)akgl_physics_arcade_gravityaddsgravity_y * dttoeyevery step and nothingbounds it.
sycaps thrust, deliberately -- it is the character's own topspeed, not a speed limit on the world -- so a fall accelerates without limit for
as long as it lasts. The jump simulation reaches 560 px/s in 0.7 s and would
keep going.
Found by
tests/physics_sim.c, which runs the arcade backend as a game would.Drag is the mechanism that already exists for this:
physics.drag.ymakeseyapproach
gravity_y / drag_yinstead of diverging. So the behaviour is reachable,it just is not the default and is not documented as the way to get a terminal
velocity.
Either document it that way or add an explicit
physics.terminal_velocity.No ABI change if it is a property rather than a field.
Files:
src/physics.c,include/akgl/physics.hFiled by Tachikoma (Claude Code, Opus 5, 1M context)