| To: | REALbasic Games <realbasic-games at lists dot realsoftware dot com> |
|---|---|
| Subject: | Re: Time based movement |
| From: | Frank Condello <developer at chaoticbox dot com> |
| Date: | Sun, 26 Dec 2004 16:16:40 -0500 |
| Delivered-to: | realbasic-games at lists dot realsoftware dot com |
| References: | <D84533F8-5139-11D9-B4DD-000A95DB6C90 at fireyesoftware dot com> <B549BB36-56ED-11D9-AEA1-000A95DB6C90 at fireyesoftware dot com> <F1695E43-5748-11D9-AED1-000393B48432 at optonline dot net> <60BC6C1D-5780-11D9-AA63-000A95DB6C90 at fireyesoftware dot com> |
On 26-Dec-04, at 3:54 PM, Asher Dunn wrote: On Dec 26, 2004, at 9:17 AM, Daniel Lurie wrote:If curturn is the ship's heading then it should be: curturn=curturn+turnrate*dt THEN ship.turn(curturn*dt)So * dt in both cases? No I'd think you'd want ship.turn(curturn)... But I also think you haven't given us enough information. What exactly is curTurn? A vector? A quaternion? A double (angle around the Y axis)? What does the "ship.turn" method do? Is it cumulative? Absolute? Frank. ------------ Open Source RB Plugins and Classes <http://developer.chaoticbox.com> _______________________________________________ Unsubscribe or switch delivery mode: <http://www.realsoftware.com/support/listmanager/> Search the archives of this list here: <http://support.realsoftware.com/listarchives/lists.html> |
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