{
float grav = gravity_enabled_flag ? gravity : 0;
- Vector result(
- vx * elapsed_time + ax * elapsed_time * elapsed_time,
- vy * elapsed_time + (ay + grav) * elapsed_time * elapsed_time
- );
vx += ax * elapsed_time;
vy += (ay + grav) * elapsed_time;
+ Vector result(vx * elapsed_time, vy * elapsed_time);
return result;
}