Hi, thanks a lot ,both, for the explanations.

Marck : Yes , i fixed that point, as I found the time to dive in the
"wonderfull world of 3D vectors", I had some lack about it.
And don't know why I used a dot instead of cross product.

Li : For now, I don't want to use a face for two reasons, I tried and
it seems slower, and the second one is that I want to create a
"flocker class" that also handle "empty" object3D (without faces...),
so that you can use their screenvertex to manage sprites.
For the vectors stuff, I need to work a little bit more...What you are
talkin about when you say " apply differential increases to make it
"turn" towards the other..." is interpolate their direction ?? That's
what I want to manage.

"the intersection of a line and a plane" : I'ma gonna google it.

For now, in order to understand 3D trig, before I ended my flocking
experience, I'm creating a new particule3D class that could set some
gravity points (or object3D, or forces), wander, stringpoints and
repel forces to any kind of objet3D...
It's easy in 2D, I've just made it, but harder in 3D....
I'll post it as soon as ...

Guys, if you have any good info that could help me  !!!
thanks.

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