ACCG
ACCG | ||
---|---|---|
This article is about a CAOS command or function. | ||
Category | Physics | |
Version | C2/CV/C3/DS | |
Command | ||
Parameters | gravity (float) | |
Function | ||
Parameters | ||
Return type | float | |
Related | ||
CAOS | AERO, FALL | |
Concepts | Physics |
ACCG involves the acceleration due to gravity of a particular object.
Contents
Usage[edit]
Command[edit]
Syntax: ACCG A(float)
Sets the acceleration due to gravity of TARG in pixels per tick per tick. In other words, the agent will gain A velocity, negative or positive, on the Y-axis per tick.
Function[edit]
Syntax: ACCG
Returns, as a float, current acceleration due to gravity of TARG, as set by the above command.
Examples[edit]
ACCG being used in the command line to make HOTS fall at 20 pixels per tick squared:
TARG HOTS ACCG 20
Make HOTS fall twice as fast:
TARG HOTS SETV va00 ACCG MULV va00 2 ACCG va00
Antigravity! Reverse the ACCG value of all agents in the world, so objects fall upward.
ENUM 0 0 0 SETV va00 ACCG NEGV va00 ACCG va00 NEXT
Equivalent in the real world[edit]
There is no equivalent of ACCG in the real world. On Earth, all objects at the same altitude fall with the same acceleration due to gravity, and differences due to altitude are negligible within normal range. This was demonstrated by Galileo, apocryphally by dropping similarly-sized balls from the Leaning Tower of Pisa.
In this respect the CEE corresponds more closely to Aristotle's world model, in which he postulated that objects fall earthward in direct proportion to their weights.
The reason for the common assumption that heavier things always fall faster is that heavier objects typically have less air resistance than lighter objects - that's why a feather falls so much more slowly than a brick. But on the Moon, where there is little atmosphere, both fall in the same way.
External links[edit]
- Agent Properties at an archive of the CDN. Provides an explanation of how to use ACCG.