Re: trigonometry in audio games, how do I apply the concept?

2016-08-11 Thread AudioGames . net Forum — Developers room : Aprone via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? We've got a few technical approaches here already, so I'll try tossing in a very low tech one.  It won't be as accurate, but might help get the idea across.You're probably familiar with the idea of breaking a circle up into 360

Re: trigonometry in audio games, how do I apply the concept?

2016-08-11 Thread AudioGames . net Forum — Developers room : stewie via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? For a start, try this?https://www.khanacademy.org/math/geomet … igonometry URL: http://forum.audiogames.net/viewtopic.php?pid=273718#p273718 ___ Audiogames-reflector mailing list

Re: trigonometry in audio games, how do I apply the concept?

2016-08-11 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? Thanks, I understand it. But I don't know much about trigonometry. Well, this is going to be some math questions, but could someone explain some details about real life trig? For example, I saw some code that has something

Re: trigonometry in audio games, how do I apply the concept?

2016-08-11 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? Thanks, I understand it. But I don't know much about trigonometry. Well, this is going to be some math questions, but could someone explain some details about real life trig? For example, I saw some code that has something

Re: trigonometry in audio games, how do I apply the concept?

2016-08-10 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? From a practical stand point as lukas touched on, you don't necessarily have to use an excessive amount of trig, though knowing it certainly helps. In the Minecraft example you'll already know the players and objects positions

Re: trigonometry in audio games, how do I apply the concept?

2016-08-10 Thread AudioGames . net Forum — Developers room : lukas via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? Because you need to get a precise number in most cases, whether you're calculating the exact position of a sound, the collision vector of a shot and its target or anything else. The output and the function/formula you use

Re: trigonometry in audio games, how do I apply the concept?

2016-08-10 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? I don't understand something. What formula do I need to use if, say, sound positioning? Or geting player's facing etc? And why do I need to use that formula?In terms of mathematics, trig is used to calculate angles and lengths

Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? Depends. Generally you'd have variables to store position and rotation, and then set the listener/objects position and rotation based on those stored variables. In the case of my Minecraft Prototype, whenever the mouse is moved

Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? Depends. Generally you'd have variables to store position and rotation, and then set the listener/objects position and rotation based on those stored variables. In the case of my Minecraft Prototype, whenever the mouse is moved

Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? Thanks everyone, but what formular would I use for, say, creating an fps? For example, how to get the x and y increment according to the player's facing? And is there any reason for using that formular? And how to calculate

Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? Thanks everyone, but what formular would I use for, say, creating an fps? For example, how to get the x and y increment according to the players facing? And is there any reason for using that formular? And how to calculate

Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? Thanks everyone, but what formular would I use for, say, creating an fps? For example, how to get the x and y increment according to the player's facing? And is there any reason for using that formular? And how to calculate

Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? Thanks everyone, but what formular would I use for, say, creating an fps? For example, how to get the x and y increment according to the players facing? And is there any reason for using that formular? And how to calculate

Re: trigonometry in audio games, how do I apply the concept?

2016-08-04 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? Thanks everyone, but what formular would I use for, say, creating an fps?For example, how to get the x and by You increment according to the player's facing? And is there any reason for using that formular?And how to calculate

Re: trigonometry in audio games, how do I apply the concept?

2016-08-03 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? Put another way, trigonometry is used for things like calculating distances between objects, rotation, collision detection, etc. For 3D audio a Listener object has a position and a facing direction so it can interpret sounds

Re: trigonometry in audio games, how do I apply the concept?

2016-08-03 Thread AudioGames . net Forum — Developers room : thggamer via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? Hello.Trigonometry is used to get the measures of the values to sum andsubtract in the game's coordinates.For trig to work properly you need to convert the angle in degree format to radians.The radians are numbers based from

Re: trigonometry in audio games, how do I apply the concept?

2016-08-03 Thread AudioGames . net Forum — Developers room : Kyleman123 via Audiogames-reflector
Re: trigonometry in audio games, how do I apply the concept? trig deals with the forming of angles both in triangles and circles. you need to find the angles of things, so you can realistically run around a map. also, it is good to know the angle of things and how they relate to other

trigonometry in audio games, how do I apply the concept?

2016-08-02 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector
trigonometry in audio games, how do I apply the concept? Hi I saw many example code that has some trigonometry. It is very stupid question for experienced developers to read, but as I want to make anything useful and I don't have any experience, I wanna ask how the trigonometry applies

trigonometry in audio games, how do I apply the concept?

2016-08-02 Thread AudioGames . net Forum — Developers room : momo7807 via Audiogames-reflector
trigonometry in audio games, how do I apply the concept? HiI saw many example code that has some trigonometry. It is very stupid question for experienced developers to read, but as I want to make anything useful and I don't have any experience, I wanna ask how the trigonometry applies