Re: moving players in angles like in FPS type games

2019-06-30 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: moving players in angles like in FPS type games x = r × cos θy = r × sin θIf you're doing 3d:x = r × cos θ × cos φy = r × sin θ × cos φz = r × sin φAssuming that z is vertical. If not, just swap z and y.θ = rotation in the x/y plane.φ = elevation above or below the x/y plane.Both θ

Re: moving players in angles like in FPS type games

2019-06-30 Thread AudioGames . net Forum — Developers room : Rastislav Kiss via Audiogames-reflector
Re: moving players in angles like in FPS type games Bleah, don't believe me if I'm writing calculations at 2 am. Correct result coords are 0;sqrt(2)/2;sqrt(2)/2, thus about 0;0.75;0.75, because the horizontal angle is 0 and not 45, what have I for some misterious reason thought and what

Re: moving players in angles like in FPS type games

2019-06-29 Thread AudioGames . net Forum — Developers room : kianoosh via Audiogames-reflector
Re: moving players in angles like in FPS type games Makes sense. Thanks URL: https://forum.audiogames.net/post/445086/#p445086 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames

Re: moving players in angles like in FPS type games

2019-06-29 Thread AudioGames . net Forum — Developers room : Rastislav Kiss via Audiogames-reflector
Re: moving players in angles like in FPS type games @Kianoosh: nope.You can imagine it like moving in a ball. You are in center of a ball and want to move so you touch its side. First you need to specify the angle of point on surface of the ball toward which you want to move. Because

Re: moving players in angles like in FPS type games

2019-06-29 Thread AudioGames . net Forum — Developers room : kianoosh via Audiogames-reflector
Re: moving players in angles like in FPS type games At 6 could you explane the z angle? Like 45 is half up so if the player goes a step forward from 0 0 0 with a z angle of 45 he ends up on 0 0.5 0.5 or what? And how about half down and straight down? are they 135 and 180 degrees

Re: moving players in angles like in FPS type games

2019-06-29 Thread AudioGames . net Forum — Developers room : cw via Audiogames-reflector
Re: moving players in angles like in FPS type games Thanks for that info. I see that the bugs talked about here are small enough for me to katch (for the most part) if I used some simple logic. Been wanting to come up with some kind of space based game for awhile. Just have not sat down

Re: moving players in angles like in FPS type games

2019-06-29 Thread AudioGames . net Forum — Developers room : cw via Audiogames-reflector
Re: moving players in angles like in FPS type games Thanks for that info. I see that the bugs talked about here are small enough for me to katch (for the most part) if I used some simple logic. Been wanting to come up with some kind of space based game for awhile. Just have not sat down

Re: moving players in angles like in FPS type games

2019-06-29 Thread AudioGames . net Forum — Developers room : Rastislav Kiss via Audiogames-reflector
Re: moving players in angles like in FPS type games @Kianoosh: your method is slightly wrong. As well as Samtupyone, if you was just rewriting his code with better rounding, it isn't your fault.What is problem here is, that Samtupy haven't included any connection between x, y and z axis

Re: moving players in angles like in FPS type games

2019-06-29 Thread AudioGames . net Forum — Developers room : kianoosh via Audiogames-reflector
Re: moving players in angles like in FPS type games for example I think snapleft and snapright were bugged. Or maybe one of them. They are small bugs. Just you have to avoid landing on 360 degrees. For example if you ever saw if(x > 360) change it to if(x >= 360), Where x is a va

Re: moving players in angles like in FPS type games

2019-06-29 Thread AudioGames . net Forum — Developers room : cw via Audiogames-reflector
Re: moving players in angles like in FPS type games @3 Math is not one of those things I am great at. Precalc is about as far as I got in math. @2 So, do you recall where the bugs are so I can have a look see? Got the includes here. Just not sure where to look or what they are yet. URL

Re: moving players in angles like in FPS type games

2019-06-28 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector
Re: moving players in angles like in FPS type games I haven't tested this out, but I'm sure you could do it with a bit of math.Asuming you allready have a 3d map system, all you need to do when moving is incorporate degrees. This is also different if you want full 360 degree, or just set

Re: moving players in angles like in FPS type games

2019-06-28 Thread AudioGames . net Forum — Developers room : kianoosh via Audiogames-reflector
Re: moving players in angles like in FPS type games You might want to check out this:http://www.samtupy.com/dev/rotation_package_1.1.zipAlthough I have to warn you that this include has a few bugs you need to fix yourself. I have the fixed versions of it around but they are for my other