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Average Speed

Started by Mr_Ridd 4 replies 2.5k views
Original Post
Mr_Ridd
Mr_Ridd
What is the average sprinting, jogging, walking and crawling speed of a human. I want to get a realistic feel in my game. Also, once I've got that how do I calculate the distance that I must increase him by to get him to move. At the moment I just increase him by 4.0. [edited by - Mr_Ridd on January 29, 2004 3:45:57 AM]
The ability to succeed is the ability to adapt
code_evo
code_evo

dont know about the average speeds.

But to get him to move properly, it all depends on your 3d coordinate system. You have to have consistency while modelling.

Like a scale, 1.0f 3d unit = 1m real life.
So if your room was 10.0f 3d units wide, that would be 10m wide.


After having your scale, just calculate meters per second etc. and he should move realistically.
oliii
oliii
crawling would be about 0.3 m/s
walking, about 5 km/h = 1.4 m/s
jogging, about 12 km/h = 3.3 m/s
running, about 18 km/h = 5 m/s
sprinting would be 30 km/h = 10 m/s (100 meter in 10 seconds )

to get A m/s for B km/h, divide B by 3.6

to get A miles/h into B meter/s, you roughly multiply A by 0.5. (to be accurate, it's 0.444).

10 miles/h => 16 km/h => ~5 meters/s



[edited by - oliii on January 29, 2004 4:27:30 AM]
Everything is better with Metal.
higherspeed
higherspeed
You''re assuming constant velocity for working out the sprinting speed, don''t forget they start from rest at the beginning of a race, so the end speeds are higher. However most people can''t do 100m in 10s, so it probably doesn''t matter.
oliii
oliii
quote:
Original post by higherspeed
You''re assuming constant velocity for working out the sprinting speed, don''t forget they start from rest at the beginning of a race, so the end speeds are higher. However most people can''t do 100m in 10s, so it probably doesn''t matter.


people in games do!
Everything is better with Metal.
furby100
furby100
quote:
Original post by Mr_Ridd
Also, once I''ve got that how do I calculate the distance that I must increase him by to get him to move.


                          /
s = [can''t make integral signs]|v dt
/

So for a constant speed, position = speed*time + initial position

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