Hi Cara, I'm just basically using a trig based formula for calculating the next possible x/y/z vectors. As far as I know the formula is correct, and it does work fine with the array based collision detection I have now. It is just when I try to calculate a 3d coordinate and see if items touch where it breaks down.
On 12/8/10, Cara Quinn <[email protected]> wrote: > Ah, Thomas, just reread your note and something else springs to mind. HOw > are you doing your calculations for your movement? > > Remember to use Pythagorus so you get the correct values when dealing with > diagonal motion. I.E. Always normalize and then magnify your movement > vectors so you always get the proper amount of motion in any direction you > move. > > -Make sense?… > > HTH! > > Smiles, > > Cara :) --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
