I am using this drag formula in a simulation game:
double drag = (p * Math.pow(u, 2) * C * A) / 2;
(See Drag on Wikipedia)
This equation works for a short while, till the drag force is greater than the velocity, and the object (a rocket) starts falling instead of rising slower. Currently I am subtracting the drag force from the y
and x
using trig to calculate the change for each.
Is their a simpler formula or a way I can get this to work by including frames per second, which is set at 60?