From what I have learned, the net force IS the total vector sum of all acting forces...
A quick google search agrees (assuming these pages are correct):
http://id.mind.net/~zona/mstm/physics/mechanics/forces/netForce/netForce.htm
http://www.glenbrook.k12.il.us/GBSSCI/PHYS/CLASS/newtlaws/u2l2d.htmlhttp://en.wikipedia.org/wiki/Resultant_forceSee, they tell me I'm doing the addition just fine. But I think there is a problem with how my wind force works. See, the vector addition works fine when applied once in a forceful shove. That is, 8 + 2 = net force 10.
In reality, when you apply a constant force of 5 to an object (as an example, pushing a car), it would move at 5 (assuming mass is irrelevant).
But in my MMF2 game logic, the inputting force acts once per game frame. That is, each frame the force of 5 would be adding on each frame... making frame 2 10, frame 3 15. And at 60 FPS, after one second the object would be accelerating at 300. Which is not correct.
I think my game logic is fine for single input forces, such as collision, but constant forces like wind will cause a massive acceleration by adding each frame...
There must be some way I can limit them... maybe by using the eggtimer.