How to teach Vector math is an issue that we're dealing at NHTI in our game development program. NHTI is a community college, so the majority of our students are a) just out of high school and b) been out of school for quite a while.
So far I've found one excellent resource on vector math. http://chortle.ccsu.edu/VectorLessons/vectorIndex.html -Grash --- "Adam Maras (memzero)" <[EMAIL PROTECTED]> wrote: > Hello, everybody. I'm having a headache with a model entity I'm > writing, > and I need your help. > > To start off, the entity is a turret. It has a model, the model has > pitch and yaw pose parameters I use to "point" the model at the > player > it's shooting at. That being said, I can't get the math right for the > yaw to come out right at all. Here's what I have: > > * Vector vecAbsOrigin( GetAbsOrigin() ); // the absolute center > of > the model > * QAngle angAbsAngles( GetAbsAngles() ); // the absolute angles > of > the model > * Vector vecPosition; // the absolute position of what's being > shot at > > I've tried everything I know, but I cannot put these three values > together in any way that will give me a pitch and yaw for my > SetPoseParameter calls that will result in this turret pointing at > its > target. I'm not versed in vector math, which doesn't help either. Can > someone help me out? > > // Adam Maras (memzero) > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ____________________________________________________________________________________ Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

