Quote: "Gravity is, or at least always should be, a positive value. This is because mass and distance are always positive too, so therefore nothing would ever make it negative."
That's simply a matter of choice, and it depends on your implementation. It also depends on how your axes are aligned (for example, in 2D games, the positive Y axis points down, while in the 3D world, the positive Y axis points up.... And in 3D math, it's actually the
Z axis that points up!)
Quote: "Also, in order to find acceleration, velocity, and your eventual position you will need time (game cycles might not be the best thing to go off of), so I take it that your code example assumes moving in the same time intervals?"
Again, that depends on how you're scaling your values. If you were using Timer Based Movement, however, you would be right - You'd need to multiply by some interval to account for the difference in time.
However, what you have here
yAccel# = yAccel# - gravity#
is
not correct. Gravity is generally considered to be a constant force, and by extension, a constant acceleration. If you're increasing the magnitude of your
acceleration every game cycle to account for gravity, you will not get correct results. You want to increase the
velocity every cycle to account for gravity, which is what the original code snippet does.