kochon:
For the purposes of a game, you should ignore mass when dealing with gravity.
Unless you're trying to model celestial bodies orbiting one another. :-)
In everyday life, objects with different masses will appear to fall at the same rate, unless said objects are light, and have a lot of air resistance, like a feather. In those special cases, you could either model the air resistance, or simply cheat and turn gravity down on that object. You might as well cheat, because the effect will look roughly the same. And you can then model things like balloons by using negative gravity, rather than trying to model their bouyancy by calculating how dense they are relative to the atmosphere. :-)
For the purposes of a game, you should ignore mass when dealing with gravity.
Unless you're trying to model celestial bodies orbiting one another. :-)
In everyday life, objects with different masses will appear to fall at the same rate, unless said objects are light, and have a lot of air resistance, like a feather. In those special cases, you could either model the air resistance, or simply cheat and turn gravity down on that object. You might as well cheat, because the effect will look roughly the same. And you can then model things like balloons by using negative gravity, rather than trying to model their bouyancy by calculating how dense they are relative to the atmosphere. :-)