HI Thomas since you said that Mara passes through walls sometimes when you're 
at just the right angle, I'm betting that:

1. your walls are very close to the same thickness to Mara's move rate. (the 
distance she usually moves in a frame)

2. that it's easier or more likely that she will walk through a wall the closer 
you get to walking at a 45 degree angle in regard to your X and Y axes.

If the above is true, then I think I know the solution, as in my last note 
about normalizing and magnifying.

If you want to post your code, I'd sure be up for taking a look at it, and I 
can post mine here as well, if you'd like. -Perhaps peeps might like to see 
this in practice so to speak?…

-Just as a quick explanation in 2D, if you have a vector that's 5 units long 
and goes straight along the X axis as in 5.0, 0.0 and you try to create a 
vector five units long on a forty five degree angle simply by defining it as 
5.0, 5.0 you're actually making a vector which is longer than five units.

I.E. since you're essentially mapping curves with a square coordinate system, 
you're actually covering more distance on a diagonal then on one of the axes. 
If you could turn your 5.0, 5.0 vector so it traveled straight along your X 
axis, you'd find that it actually went well beyond 5.0, 0.0.

If you think of squares on a piece of graph paper; if you draw a line along the 
edge of a square, and then draw a line from one corner of the square to the 
other, and then measure the line, you'd see that the corner to corner line is 
longer than the other one.

This is what's happening inside the computer. We're just working with graph 
paper on a very large scale! :) so there are a couple of processes we can do to 
properly measure the vector so that it's always the same length regardless of 
which direction it's traveling in. Does this make sense?

There's no need to calculate in advance of where any entity will be at any 
given time. This is the work of the detection routine to let you know what gets 
touched where, rather than you needing to try to guess it ahead of time. Use 
small game units, and real rates of travel, realistically sized entities and 
features, and the detection routines should work fine.

Smiles,

Cara :)


On Dec 8, 2010, at 7:01 PM, Thomas Ward wrote:

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 <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
> move.
> 
> -Make sense?…
> 
> HTH!
> 
> Smiles,
> 
> Cara :)

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