Let a glider or parachute slow a fall smoothly toward its steady speed from any start
Opening a parachute should not stop the player at once, and falling without one should not speed up forever. Here is how the fall speed approaches its natural limit, whether you start slow, or fall fast and open the chute, with exact distances for any frame rate.
Why this works
Air pushes back harder the faster you go, so a fall settles at one speed where push and pull cancel. From any start, too slow or too fast, speed slides toward that value and never overshoots. Opening a chute at high speed gives a strong, quickly fading braking.
When not to use it
Don't use it in thick wind, rising air or a dive that steers: the wind then adds its own push and the settled speed keeps moving. Also not for a body that tumbles and changes its shape. Add the wind to the speed or use a fixed fall speed.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 24 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 "Let a glider or parachute slow a fall smoothly toward its steady speed from any start" (read_entry glider-speed-with-air-resistance) 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