reducing gravity isn't an option because the feeling of how jumps works depends on that, the friction must stay cause some blocks need to be icy and slick and others need to ahve more friction
im close to the solution though
if i have an x velocity of 10 and the hill is at a -45 degree angle then x velocity should be 5 and y velocity should be -5
if it were a 90 degree angle (a wall) it would be x velocity 0 and y velocity -10
obviously i won't make walls do that but thats the ratio
so its a ratio, just trying to figure out how to spell it out in a formula
where vx is your x velocity, vy is your y velocity and v is your absolute velocity or velocity you want to distribute over x and y. theta is your angle.
where vx is your x velocity, vy is your y velocity and v is your absolute velocity or velocity you want to distribute over x and y. theta is your angle.
That's what I learned in Physics class
that seems close but it wasn't giving me the right values im sure if that formula was correct it would run a lot faster than mine though
It seems like there might be a problem if you go through multiple 'hills' or angle changes because your yVel is dependent on your xVel and your xVel is dependent on your yVel.
Also, for a 45 degree angle you'd want both xVel and yVel to be the same, right? For your method:
If you first change to a 45 degree angle
angleRation = 0.5
xVel = 15
yVel = 5
A friction joint applies friction to the object you register with it. All other object would keep their normal friction while the object(s) registered with the joint will get your special friction. Once out of the hill you just remove them from the joint and they'll go back to their normal friction values.