Thanks, ended up getting it working. I got the difference between the angles and just rotated a forward vector by that. It's not perfect but it got me through the presentation!
I'm going to keep the project going regardless, having fun with it and want to see how far I can go with it.
Thanks again ...
Search found 12 matches
- Fri May 01, 2015 10:32 am
- Forum: Beginners Help
- Topic: Calculating the Output for a Motion Simulator [SOLVED]
- Replies: 9
- Views: 1265
- Mon Apr 27, 2015 7:39 pm
- Forum: Beginners Help
- Topic: Calculating the Output for a Motion Simulator [SOLVED]
- Replies: 9
- Views: 1265
Re: Calculating the Output for a Motion Simulator
No luck I'm afraid,
Can't understand why this isn't working.
If I build a matrix with the inverse of my rotation and rotate my velocity with it, it should move the velocity so that it's equal to (velocity's rotation)-(rotation).
That should be the same as what it is to My character at that ...
Can't understand why this isn't working.
If I build a matrix with the inverse of my rotation and rotate my velocity with it, it should move the velocity so that it's equal to (velocity's rotation)-(rotation).
That should be the same as what it is to My character at that ...
- Mon Apr 27, 2015 12:05 pm
- Forum: Beginners Help
- Topic: Calculating the Output for a Motion Simulator [SOLVED]
- Replies: 9
- Views: 1265
Re: Calculating the Output for a Motion Simulator
Thanks, I'll give that a go later, in college at the moment trying to do a write up.
Thought I had this working till Saturday evening and then I noticed the Simulator going in weird directions.
What you have looks like what I think I need, have a similar implementation for the camera just wasn't ...
Thought I had this working till Saturday evening and then I noticed the Simulator going in weird directions.
What you have looks like what I think I need, have a similar implementation for the camera just wasn't ...
- Sun Apr 26, 2015 8:40 pm
- Forum: Beginners Help
- Topic: Calculating the Output for a Motion Simulator [SOLVED]
- Replies: 9
- Views: 1265
Re: Calculating the Output for a Motion Simulator
I'm aware of Quaternians, but with this due up in 2 days I didn't want to have to use them without properly learning them.
I figured this would be a simple part of the project, however it seems that the velocity isn't being rotated constantly by this function.
It seems like my Y axis is acting up ...
I figured this would be a simple part of the project, however it seems that the velocity isn't being rotated constantly by this function.
It seems like my Y axis is acting up ...
- Sun Apr 26, 2015 5:01 pm
- Forum: Beginners Help
- Topic: Calculating the Output for a Motion Simulator [SOLVED]
- Replies: 9
- Views: 1265
Re: Calculating the Output for a Motion Simulator
Edit, sorry the images are so large.
http://i1352.photobucket.com/albums/q650/haku2510/IMG_20150426_190132_zpsqmfjpnl4.jpg
http://i1352.photobucket.com/albums/q650/haku2510/IMG_20150426_190143_zps8w2g49yb.jpg
I'm trying to find the angle of velocity.direction (which holds my current movement ...
http://i1352.photobucket.com/albums/q650/haku2510/IMG_20150426_190132_zpsqmfjpnl4.jpg
http://i1352.photobucket.com/albums/q650/haku2510/IMG_20150426_190143_zps8w2g49yb.jpg
I'm trying to find the angle of velocity.direction (which holds my current movement ...
- Sun Apr 26, 2015 11:18 am
- Forum: Beginners Help
- Topic: Collision response animator gravity changes depending on FPS
- Replies: 1
- Views: 770
Re: Collision response animator gravity changes depending on
If what you think is happening is true you could always set gravity to zero and use the <time> library to try and keep track of ms and use your own function to generate gravity.
Use something similar to movement such as direction(0,0,MovementSpeed/FPS) to make your own gravity, from what I read ...
Use something similar to movement such as direction(0,0,MovementSpeed/FPS) to make your own gravity, from what I read ...
- Sun Apr 26, 2015 9:25 am
- Forum: Beginners Help
- Topic: Calculating the Output for a Motion Simulator [SOLVED]
- Replies: 9
- Views: 1265
Calculating the Output for a Motion Simulator [SOLVED]
Hi again.
I've come into a bit of a problem, I'm trying to make my game move a Motion Simulator, however I'm finding that I can't make my velocity rotate so that if my craft is going forward that it would equal vector3df(0,0,1) for example.
What I seem to be getting out is the raw direction value ...
I've come into a bit of a problem, I'm trying to make my game move a Motion Simulator, however I'm finding that I can't make my velocity rotate so that if my craft is going forward that it would equal vector3df(0,0,1) for example.
What I seem to be getting out is the raw direction value ...
- Fri Apr 10, 2015 6:40 pm
- Forum: Beginners Help
- Topic: Creating gravity inside a cylinder. [SOLVED]
- Replies: 9
- Views: 1043
Re: Creating gravity inside a cylinder.
CuteAlien got it right on the ball, thank you!
I took out all the matrix stuff and just set the length of pos to 10 to create the desired effect!
void Colony::checkGravity(Mobile_suit* suit)
{
vector3df pos = suit->getPosition();
Velocity* vel = suit->getVelocity();
f32 X = pos.X;
f32 Y = pos ...
I took out all the matrix stuff and just set the length of pos to 10 to create the desired effect!
void Colony::checkGravity(Mobile_suit* suit)
{
vector3df pos = suit->getPosition();
Velocity* vel = suit->getVelocity();
f32 X = pos.X;
f32 Y = pos ...
- Fri Apr 10, 2015 3:01 pm
- Forum: Beginners Help
- Topic: Creating gravity inside a cylinder. [SOLVED]
- Replies: 9
- Views: 1043
Re: Creating gravity inside a cylinder.
I suppose a better phrase would be "artificial gravity generated through inertia".
Technicalities aside, Any clue what may be causing the problem?
I added comments just to show what I think I'm doing, the code works as expected when I'm checking the values in debug, however when it's actually ...
Technicalities aside, Any clue what may be causing the problem?
I added comments just to show what I think I'm doing, the code works as expected when I'm checking the values in debug, however when it's actually ...
- Thu Apr 09, 2015 10:24 pm
- Forum: Beginners Help
- Topic: Creating gravity inside a cylinder. [SOLVED]
- Replies: 9
- Views: 1043
Re: Creating gravity inside a cylinder.
Okay, so what you're saying is that with the character not rotating with the cylinder around it's origin, it shouldn't feel the gravity and be pulled out?
To be honest this is something I want in the game regardless of how accurate it actually is, the game is going to be used with a mini motion ...
To be honest this is something I want in the game regardless of how accurate it actually is, the game is going to be used with a mini motion ...
- Thu Apr 09, 2015 9:09 pm
- Forum: Beginners Help
- Topic: Creating gravity inside a cylinder. [SOLVED]
- Replies: 9
- Views: 1043
Re: Creating gravity inside a cylinder.
Which of your directions is up? With default camera that would be y - so having a negative y it would make sense it goes down.
And why are your characters pulled to the outer wall anyway? (just curious). Should only happen if they are already in rotation together with the outer ring (because any ...
And why are your characters pulled to the outer wall anyway? (just curious). Should only happen if they are already in rotation together with the outer ring (because any ...
- Thu Apr 09, 2015 6:10 pm
- Forum: Beginners Help
- Topic: Creating gravity inside a cylinder. [SOLVED]
- Replies: 9
- Views: 1043
Creating gravity inside a cylinder. [SOLVED]
Hi, been using the engine for a few months now and have been having a blast.
Recently I have been trying to add the weapons(laser guns) and gravity to the game.
In most instances gravity would be pretty straight forward, except I'm making my game in an O'Neill space colony (a spinning Cylinder) and ...
Recently I have been trying to add the weapons(laser guns) and gravity to the game.
In most instances gravity would be pretty straight forward, except I'm making my game in an O'Neill space colony (a spinning Cylinder) and ...