I think I'd prefer to have north be zero, as I'm more familiar
with that concept (though neither of the names you mentioned ring
any bells). I'm certainly willing to give the geometry my best
shot, but I think it's worth mentioning that the only serious
concept I've got down is the pythagerium theorem (a^2+b^2=c^2 if
that name doesn't come out correctly). How much trig/geometry is
required to get a basic setup functioning? Is it primarily stuff
I can find on a traditional scientific calculator, or will I need
to be spending some time with the local search engine?
----- Original Message -----
From: Thomas Ward <[email protected]
To: Gamers Discussion list <[email protected]
Date sent: Mon, 29 Jul 2013 08:48:57 -0400
Subject: Re: [Audyssey] looking for programming
advice:cyntaxdifferencebetween bgt and java
Hi John,
Okay, I am glad you told me that, because what you want to do is
going
to require some basic understanding of trig and geometry to pull
off.
I can certainly help you with that, but there is absolutely no
way out
of the math requirements for movement in that type of game.
First, simple integers for x and y coordinates won't work in an
FPS.
They aren't precise enough for what you want and you'll loose
accuracy
and precision. You would be better off using floats or even
better yet
doubles for a wider degree of accuracy when moving from
coordinate to
coordinate.
Second, you don't have to use timers to update the player's
position.
You can simply update the player's position in real time as the
up or
down arrow keys are pressed. To keep them at a constant speed you
can
check if the step sounds are playing or not. If playing ignore
the
command. If not playing play step sound and update position.
That's
basically all there is to it.
Finally, as far as handling angles there are two ways of handling
this. You can use the Cartesian calculations with 0 oriented as
due
east, or you can use the bearing system where 0 is oriented do
north.
If we know how you want to handle this it will be pretty easy to
pass
along some formulas for calculating your position.
Cheers!
---
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