Re: [JAVA3D] Space Shuttle Physics?

2005-06-18 Thread John Wright
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

Re: [JAVA3D] Space Shuttle Physics?

2005-06-18 Thread John Wright
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

Re: [JAVA3D] Space Shuttle Physics?

2005-06-18 Thread Jaakko Holopainen
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);

Re: [JAVA3D] Space Shuttle Physics?

2005-06-18 Thread John Wright
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