I have no idea how or why this video blew up so much, but thank you all sooo much. (Seriously, I expected at most 40 views). Funnily enough, this video has more views than the second video I made about gravity, and a lot more than the first one lol
An assumption you can make sbout Genshin is that since its written in Unity, the physics model is (essentially) built in and very simple. It won't have a drag force model, just basic kinematics. But it will have a speed cap depending on your model state (with a drag-like speed reduction per frame until that limit is met) and a vertical free fall speed cap. These parameters were established for like... super mario 64 back in the 90s and there's a reason why this hasn't changed much in decades. Its easy for designers to dial in constants to make it feel right but also add fudges here and there appropriate for a 3D action game.
the thing with gravity in this game, is that it's relative. you can clearly see in this very video that it's higher than normal for xianyun on her first E cast than it is normally.
Well yes, but without using any elemental skills or just modifications to the player movement, all characters consistently fall with the same acceleration as I proved in the first video. That consistent value for gravity is what I measured.
Ty for saying that :) Though, I’m not that surprised with the amount of subs I have. Educational Topics + Video Games is a more niche audience so it is what it is.
The difference between going "ow!' and going splat. Got it.
Lol, if you insist. I don't really know at what height the player dies from fall damage though.
I don't know how I got here but here I am and here I stay.
Haha that's nice to hear :)
I have no idea how or why this video blew up so much, but thank you all sooo much. (Seriously, I expected at most 40 views).
Funnily enough, this video has more views than the second video I made about gravity, and a lot more than the first one lol
An assumption you can make sbout Genshin is that since its written in Unity, the physics model is (essentially) built in and very simple. It won't have a drag force model, just basic kinematics. But it will have a speed cap depending on your model state (with a drag-like speed reduction per frame until that limit is met) and a vertical free fall speed cap. These parameters were established for like... super mario 64 back in the 90s and there's a reason why this hasn't changed much in decades. Its easy for designers to dial in constants to make it feel right but also add fudges here and there appropriate for a 3D action game.
My thoughts exactly
i'm glad i found this video! fun little exercise to follow along, especially since i'm studying for my AP physics exam that's later this week
Nice to know you found it useful. Good luck on your exam :)
the thing with gravity in this game, is that it's relative. you can clearly see in this very video that it's higher than normal for xianyun on her first E cast than it is normally.
Well yes, but without using any elemental skills or just modifications to the player movement, all characters consistently fall with the same acceleration as I proved in the first video. That consistent value for gravity is what I measured.
I was gonna write a comment but I ended up making an entire graph in Desmos
Also the description says "If you for long enough"
Thank you for catching my mistake, it should be fixed now haha.
Lol what kind of graph did you make?
using this video (or atleast the conclusion at the very end) i calculated that the new floating area above northwest natlan is 1200m high at its peak
I see. Interesting
This dude doesn’t have 1 million subs? Crimes
Ty for saying that :)
Though, I’m not that surprised with the amount of subs I have. Educational Topics + Video Games is a more niche audience so it is what it is.
@@CountSacke As long as you’re happy :)
Of course if I had 1 million subs I wouldn’t be complaining in the slightest XD
why
Why not?
bcuz :DD
yo what is this content? 😆
It’s physics applied to a video game.
It’s great content, that’s what.