  Jun 3, 2022Liked by Massimo GauthierI really enjoyed this post! I think I have a direct solution to solve for gravity. Sorry, I didn't bother to make it pretty.So basically, we have this, which was obtained by plugging in the expression for _timeToApex into the expression for _currentJumpTime:_currentJumpTime = sqrt(2*_jumpDistance/layerJumpGrav) + sqrt(2*_fallDistance/layerJumpGrav);In the loop, we want to get _currentJumpTime to equal layerJumpTime (which is known), so replace _currentJumpTime with layerJumpTime, noting that _jumpDistance and _fallDistance are already known:layerJumpTime = sqrt(2*_jumpDistance/layerJumpGrav) + sqrt(2*_fallDistance/layerJumpGrav);Factor out sqrt(1/layerJumpGrav):layerJumpTime = sqrt(1/layerJumpGrav)*(sqrt(2*_jumpDistance) + sqrt(2*_fallDistance));Muliply both sides by sqrt(layerJumpGrav):layerJumpTime*sqrt(layerJumpGrav) = sqrt(2*_jumpDistance) + sqrt(2*_fallDistance);Divide both sides by layerJumpTime:sqrt(layerJumpGrav) = (sqrt(2*_jumpDistance) + sqrt(2*_fallDistance))/layerJumpTime;square both sides:layerJumpGrav = ((sqrt(2*_jumpDistance) + sqrt(2*_fallDistance))/layerJumpTime)^2;Now, once you have layerJumpGrav, you can find layerJumpVerticalSpeed and _timeToApexExpand full comment