Comments

Here's an ever-changing list of common videogame formulae. Feel free to take what you need.

// d = 0.5 * g * t^2  [distance traveled with linear accel (g is gravity)]
// t = sqrt(2.0 * 45 / g) [how long to fall 45 units]
// v = g * t [velocity at the end (just invert it to jump up that high)]
// v = g * sqrt(2.0 * 45 / g )
// v^2 = g * g * 2.0 * 45 / g
// v = sqrt( g * 2.0 * 45 )
// r = −(2(n * v) n − v) [vel vector(v) reflected off incidence normal vector(n)]