I am currently working on an infinite scroller game (similar to Yeti Hits Penguin), except I could not really use Physics since I set my object's X to the center screen. Instead I am using the Custom Movement behavior. It works quite well and I like it, except I want to add more dynamics to the game and want the object to bounce & spin realistically as it hits the ground. Thus I added the Rotate behavior to mimic real world spin.
However, I am still not sure how to work out the maths(or physics) needed to transfer/carry out the Current spin(rotate.speed) + vertical(dx) + horizontal(dy) values into New spin(rotate.speed) + new vertical(dx) + new horizontal(dx) values. Can anyone pitch in with some realistic maths/physics formula? What about friction perhaps? I am totally lost for words at this as I suck at numbers. Fortunately enough, angle is pretty much covered by CM (-ball.CustomMovement.MovingAngle). Thanks!
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