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this picture adds the symmetry needed to solve the question easier. Just project L along the vector CL so that |P-O|=|T-O|. Now it's obviously just two identical triangles (CPO and C'TO) rotated by your desired angle. I.E. ang(OT)-ang(OP) C' and L' are both the same as C and L after rotating, about O, by the same amount.


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Pipeline background The spaces involved in most 3D graphics pipelines are: model/object space, the space in which the vertices of your geometry are specified; world space, a common space into which you transform your meshes; eye space, a space in which the observer/camera is at the origin and the axes are along their right/up/forward vectors; ndc/screen ...


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In a client/server architecture it is not required that client and server are implemented in the same programming language. They usually communicate by sending raw data via network sockets. So you can choose the technology for each component separately, depending on your requirements, skillset and personal preferences. An exception would be when you want to ...


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Couple things you can try, first try adding sockets to your character for helping weapon holding/animation. Then find and existing character class and copy it, then rename the folders/files with your new characters parts. Find out more about the process here - UDK Custom Characters


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You may also hear of the term "Solid Model": This means that the underlying mesh model has had such additional information applied, e.g. construction material (and thence can be calculated the model's weight, Centre of Gravity, Centre of Inertia, etc), to the extent that the model is so 'physically' well defined, in a real world sense, that it can be ...


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In AS3, the correct and quick solution would be to alter the projection matrix. Beware, culling will stop working correctly and should be disabled. rx,ry is zoom-rectangle's center, rw,rh width and height. const viewPort:Rectangle = (this.scene).viewPort; const viewWidth:Number = viewPort.width; const viewHeight:Number = viewPort.height; ...


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I know it's a long time since this thread was active, but if anyone was curious, I think I've got another and quite simple solution. Since you can calculate the angle (alpha) between the wall and ground by dot product the normal vector of plane and normal vector of ground, you can then calculate beta angle as you can see in the picture: When you know the ...



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