It's been a long time since I've been able to devote real time to a Fusion game, but I'm getting back into, and playing around with the Box2D physics for the first time. (I know, I know. A little late to the game. )
I'm trying to create a SloMo effect that would work well on objects using the Box2D physics engine. The intent is to use it when the player activates the weapons menu. Think Doom 2016 or Fallout 4 VATS...the game keeps going, but much more slowly, and gives the player some time to pick a new weapon or whatnot.
Trouble is, I've been playing around with the different properties available, and different formulas, and I'm just not sure how to make this happen.
This is what I was playing around with last, and yes, there are hard-coded values in there that I KNOW are not the right way to go. What I've made will approximate slomo movement, but actually ends up changing trajectories and stuff slightly. No good, right?
What do you all think? Has anyone tried this before?