thanks, it explains why my code has been making the player fly all over the place!
----- Original Message ----- From: "Paul 'MoOg' Samways" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, June 18, 2002 4:12 PM Subject: Re: [hlcoders] pmove->forward/up/right > They are unit vectors in world space that represent the view of the player. > So the forward vector is the unit vector for the line straight out from the > players view, up is up for the player view, etc. > > So you were half right but I think you confused yourself by thinking too > hard ;) > > ----- Original Message ----- > From: "Tom" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Tuesday, June 18, 2002 4:05 PM > Subject: [hlcoders] pmove->forward/up/right > > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I was wondering if anybody could give me an explanation of what each of > these were? My original thought was that they must just divide the view > angle up into forward/up/right components, but then why are they each > vectors and not a vector in total? (each one being x/y/z of the view?). Also > are they relative to the world or to the player? Or am i totally wrong? > > > Any help appreciated > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

