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you define friction as:
obj.Velocity -= Friction * dt;
this is the same as:
ob.Velocity.X -= Friction * dt;
ob.Velocity.Y -= Friction * dt;
So it means if vector component is negative (or zero), it's absolute value increases. It's clearly visible when objects with zero velocity slowly move to the bottom left corner (or top left - depends on coordinate system).
The text was updated successfully, but these errors were encountered:
you define friction as:
obj.Velocity -= Friction * dt;
this is the same as:
ob.Velocity.X -= Friction * dt;
ob.Velocity.Y -= Friction * dt;
So it means if vector component is negative (or zero), it's absolute value increases. It's clearly visible when objects with zero velocity slowly move to the bottom left corner (or top left - depends on coordinate system).
The text was updated successfully, but these errors were encountered: