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 ? > >
