I am coding a simulation of a cricket player throwing a ball and I have come to the part where the player throws the ball. I don't think my simulation of the ball is very accurate though and I am not quite sure why (no idea what to be looking for in physics). What I have so far is something similar to this, the arm has a rotation speed and the ball is released at a certain point. So I approached this using a vector from the arm to the ball, I figured the direction the ball should travel in the direction of the right normal. So this is what I have for the direction.
throwSpeedHorz = -1*sin(bowlerArmRotation * (3.14159/180)); // * rotationSpeed
throwSpeedVert = cos(bowlerArmRotation * (3.14159/180)); // * rotationSpeed
The problem I have is how do I use the speed of the arm with this to get the total speed for each. I have tried multiplying it by the speed of rotation which gave a way too high number for the speed. If someone can point me in the right direction it will be greatly appreciated.
bowlerArmRotationsupposed to contain? And can you give an example of a value it would have? - Jonathan M