Blow dandelion seeds away so light ones drift and heavy ones fall
A tap on a dandelion should send seeds floating off with the breeze. The easy way to make them follow the wind gives different flight paths on a fast phone and a slow one, and every seed ends up in the same place. Here is a way to get one path per seed that is the same everywhere and still varied.
Why this works
Air drags a seed toward its own speed, and a light seed catches up fast while a heavy one holds its push for long. Because that pull has an exact answer, a seed's place at any moment is known directly, whatever the frame pace.
When not to use it
Skip it when the wind keeps changing, or when the seeds must bump into things like walls or the player. Step them frame by frame there, since a single formula can't know about the obstacles.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 38 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Blow dandelion seeds away so light ones drift and heavy ones fall" (read_entry dandelion-seeds-drift-away-on-the-same-path-at-any-frame-rate) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP