I'm having trouble extrapolating torque, rotation, and such into the information I want.
I'm trying to set up an estimation of a sea ship's movement for a game. The system is 2D. The ship has multiple arbitrary forces acting upon it to represent propulsion. I am assuming the ship is always stationary and facing forward. I want to get the rotational and translation accelerations for this simple ship and use them to change the velocities of a moving ship.
- Does this approach make sense?
If so the main question is: 2. How do I determine how fast it accelerating in x,y and θ?
And relatedly
- If there are opposite rotational forces, say +80 and -60 units, you would get +20 units rotation, but would the 60 that cancels out be converted back to translational force and added back into x and y?
Note: Ignoring other forces such as drag, which will be calculated separately. I understand all of the math just not the physics. The biggest problem I have is splitting up the forces and vectors in the correct way.