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 <caraqu...@draconisentertainment.com> 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
> -Make sense?…
> Cara :)
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