New answers tagged angles
5
The industry standard for first-person view simulation in most shooters is to have character models and animations distinct from those used for third-person view. There are several reasons for this:
The player has a much smaller field of view upon the world than a real person in the character's situation would, and he lacks other forms of input such as ...
0
It is common to render the players own character vastly different from other characters in order to avoid these issues.
With a real rifle you have got two mechanics that don't translate well to computer games:
When not aiming you'll typically raise your head higher to get a better view, some games implement multiple different tiers of aiming to simulate ...
0
I understand your problem to be this:
You want to know from your Actor where the mouse is so that you can point in roughly that direction. In particular, you are limited to 8 facings.
You can get most of where you want to go with determining the angle from point a to point b using Math.atan2, and then by changing to range from [0..2*PI) to [0..8).
double ...
Top 50 recent answers are included