Jaakko,
Welcome to the list (you'll probably soon get the standard this list
isn't supported any more go participate on another list messages).
Why use two separate TransformGroups? I move my avatars with a single
TransformGroup.
All you need are the basic geometry formulas for working with
As Joerg and I stated, there is no reason to use two TransformGroups.
Using separate TransformGroups only wastes memory and performance.
Perhaps you aren't understanding what a tranform does. The rotation has
nothing to do with the positioning (i.e. rotating it doesn't move it in
a different
Thanks for your advices, here is what i have come up with.
Am i approacing the correct thinking?
public void update(long timer_delta) {
// TODO: take into account the delta time in all calculations
// get the current rotation
m_transformGroup.getTransform(m_transformRotation);
Jaakko,
It's not the approach I'd take. I would use basic geometry (sin and cos).
So your velocity combined with a pitch and a yaw heading using basic
geometry formulas gives you the new x,y,z position.
You might want to borrow a 3D graphics book from a nearby library that
might give you some