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My player has a position (vec3), rotation (quaternion) and speed.

I have a fixed time step. At each tick, I work out from key-state etc what rotation and speed adjustments to make.

How do I now compute the new position?

And how, for the graphics which run at a different framerate, do I compute the the tweening for smooth movement?

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1 Answer 1

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(Rotation*Vector3::Forward).Normalize() * move_speed * dt

dt - time elapsed since last frame Vector3::Forward - direction to move relative to current rotation.

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