
Even if it isn't exactly true it's a pretty good approximation. Here I am making the assumption (yes, I am making a lot of assumptions) that the average slope of this track is about the same as the slope for these jumps. What about the angle of this course? If I use these three jumps as an estimate then I can calculate the angle based on the height and horizontal distance for these jumps. Here is a useful illustration of the relationship between angular size and distance. By looking at this angular size you can get a measure of the distance to the camera (or viewer). The basic idea is that the farther away an object is from the "camera", the smaller it appears. The one that comes to mind is this analysis of the Mars Curiosity Landing video. I've looked at similar cases before though. Angry Birds Go! uses a 3D view showing the motion from the perspective of the car and bird driving it (or just above the car).Īnalyzing the motion in cases like this isn't as straight forward as sideways motion. Side views work quite well for video analysis (which is how I get most of my data from the game). Really, the big difference is that Angry Birds and Bad Piggies both have a side view of the world. Ok, it's totally different except that the same birds and pigs show up in the game. But what about Angry Birds Go!? This game is a bit different. I obviously love Angry Birds and physics ( here is a bit.ly bundle with most of my Angry Birds posts).
