Jens, thank you for your input, i will try it.

On 29 mar, 13:56, jens lofberg <[email protected]> wrote:
> Hi
> I did this once....
>
> Your missile have an angleX, Y and Z (and movement in the same direction)
>  From the start this angle is the same as the aircraft
> Then for each frame calculate the angle between missile and target
> Decide how well the missile should follow the target.
>
> You get something like this:
> newMissileAngle += (toTargetAngle - missileAngle)/10
>
> If you use a lower amount than 10 the missile turns quicker and follow
> more accurate.
>
> you can also ad a minimal possible angle:
> newMissileAngle = Math.max(newMissileAngle, minAngle)
>
> voila
> jens
>
> Le 29/03/2011 13:47, Julien a �crit :
>
> > Hi all !
>
> > I decided to change my program to away3d 3.6 (I was 3.4 so big jump).
>
> > Do you have any idea on how i could follow a target smoothly in a 3D
> > environment ?
> > I am making a Flying arcade game where aircraft can shoot missile on
> > other aircrafts.
>
> > When i did my own calculation :
> > Aircraft forward vector
> > Aircraft to target vector
> > normalize both
> > dotProduct of them
> > acos ( dotProduct ).
>
> > Work 10% (If the aircraft send missile while being reverse, the
> > missile go to opposite direction of target...).
>
> > I also tried to use lookAt function
> > So i create a dummy object, lookAt the target and my missile copy the
> > dummy object rotation X,Y,Z with a linear tween movement. (but it
> > wasn't successfull also).
>
> > In fact some of the rotation are limited to 90� and that make me very
> > confuse.
> > Any idea ?
>
>

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