RPM to FPS Formula:
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The RPM to FPS conversion calculates the linear velocity (in feet per second) from rotational speed (revolutions per minute) and the circumference of the rotating object. This is particularly useful in gaming mechanics involving rotating objects.
The calculator uses the RPM to FPS formula:
Where:
Explanation: The formula converts rotational speed to linear speed by multiplying by the circumference (distance traveled in one revolution) and converting minutes to seconds.
Details: In game development, this calculation helps determine projectile speeds, vehicle movement, or any physics involving rotating objects translating to linear motion.
Tips: Enter RPM (must be positive) and circumference in feet (must be positive). The calculator will compute the linear velocity in feet per second.
Q1: Why convert RPM to FPS in games?
A: Many game physics engines work with linear velocity (FPS) rather than rotational speed, requiring this conversion for realistic movement.
Q2: How do I find circumference in a game?
A: For circular objects, circumference = π × diameter. Game assets often provide this measurement in their specifications.
Q3: Does this work for non-circular paths?
A: The formula assumes circular motion. For complex paths, you may need to calculate the effective circumference of the motion path.
Q4: Can I use this for character movement?
A: Yes, if modeling movement based on rotating components (like wheels or treads), this helps determine movement speed.
Q5: How accurate should these values be?
A: For most gaming purposes, 2-4 decimal places of precision is sufficient, unless simulating highly precise physics.