Posted: Wed Dec 24, 2008 5:16 pm
well it sounds like a math problem...
Can you further explain to us what:
a * sin(body.Y * PI / 180.0);
a * cos(body.Y * PI / 180.0);
and
rotation.Y -= 0.1f * pManager->getDT();
rotation.Y = fmod(rotation.Y, 360.0f);
intend to do ?
sounds very interesting though... for a tank you would expect a more slow response for breaking/acceleration aswell as turning... well if you ever played those evil war video games like battlefield or similar you'll know what I mean. Long time ago I did a 2 player pirate shoot each other up game, with two small ships on a map... the delayed and slowly increasing steering speed was only achieved by using several counters (linear and bezier progression Buildingblock of virtools) working on each other incrementing and decrementing up to max values or zero to make the characteristics of each ship.
Anyway I'm sure you'll get it and merry Xmas...
Can you further explain to us what:
a * sin(body.Y * PI / 180.0);
a * cos(body.Y * PI / 180.0);
and
rotation.Y -= 0.1f * pManager->getDT();
rotation.Y = fmod(rotation.Y, 360.0f);
intend to do ?
sounds very interesting though... for a tank you would expect a more slow response for breaking/acceleration aswell as turning... well if you ever played those evil war video games like battlefield or similar you'll know what I mean. Long time ago I did a 2 player pirate shoot each other up game, with two small ships on a map... the delayed and slowly increasing steering speed was only achieved by using several counters (linear and bezier progression Buildingblock of virtools) working on each other incrementing and decrementing up to max values or zero to make the characteristics of each ship.
Anyway I'm sure you'll get it and merry Xmas...