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Re: Time based movement

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>

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