Re: Calculating relistic falling dammage?

The more realistic you get the more complicated things become. That said, here's my take:
when any object falls down to earth, there are two forces (simplified) working on it:
1. Earths gravity, causing an acceleration (speedup) of 9.8 meters per second.
So if we would only have gravity, we'd end up falling faster and faster and faster with the same acceleration, 9.8 meters per second.
2. The air resistance, and here it gets interesting.
The air resistance is squared compared to the velocity. If you don't understand, it basically means that for small velocities the air resistance is allmost not present, but the larger the velocity, the larger the air resistance becomes, eventually balancing out gravity and making someone go down with a constant velocity (terminal velocity). Notice that when someone has a constant velocity the acceleration is 0 (Do you understand why?)
According to my google efforts, the max speed for a human falling down is 53 meters per second. This will yield the following:
v -= 9.8*dt; // gravity, we are falling down so negative
v += 0.003488786045 * v * v * dt; // air resistance for human

And here dt is the time elapsed since last computation. So let's say you check movement every 5 ms it will be 0.005. You can use the elapsed value from a timer.
So now you only have the impact velocity when something hits the ground. How you map it to health is dependent on your game.

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