| bio | website | |
|---|---|---|
| location | Maine | |
| age | 24 | |
| visits | member for | 1 year, 5 months |
| seen | yesterday | |
| stats | profile views | 28 |
Disc Golf
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Apr 28 |
awarded | Popular Question |
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Apr 4 |
comment |
Move Object Around Sphere in Unity3D Yes, it does... I have since gotten this to work. I will have to post my solution back here when I get a chance. |
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Mar 5 |
awarded | Custodian |
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Mar 2 |
accepted | Shooting Bullets Around a Sphere |
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Feb 27 |
comment |
Shooting Bullets Around a Sphere Yea I am not using the physics engine, just manipulating the transform... And yes in my update() method I am detecting when the halflife has been reached, and then trying to just move it along a certain vector but I can't seem to figure out that "new" tangent vector correctly... You mention arclength, is that referring to how far the bullet has gone from it's origination point? If so, that may be a better way to determine its halflife (although I'm not sure how to determine that length...) |
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Feb 27 |
asked | Shooting Bullets Around a Sphere |
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Feb 3 |
comment |
Move Object Around Sphere in Unity3D Sorry, I am trying to do both actually. The angle the joystick is at would map to the local rotation of my ship. So if the joystick is pointing diagonally up to the right. The ship would be at the same angle (which I've already gotten to work) ... Now I want to move the ship around a sphere based on that same angle that the joystick is at. Hopefully that clears it up. |
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Feb 3 |
comment |
Move Object Around Sphere in Unity3D Ok, so that works if I rotate around the "up" axis based on the joystick position. I can get it to orbit horizontally. Same if I use the "right" axis for vertical. When I combine them I get the effect I want. But the rotations seem to get stuck and my joystick movement doesn't match after about 180 degrees of rotations. I don't notice it until I make the camera a child of the ship. Does that make sense? It seems close but something is getting messed up with the rotations. See my edits in the original post. |
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Feb 3 |
revised |
Move Object Around Sphere in Unity3D Added code example from answer |
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Feb 3 |
asked | Move Object Around Sphere in Unity3D |
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Dec 28 |
accepted | Keeping Track of Position OpenGL |
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Dec 28 |
comment |
Keeping Track of Position OpenGL Thanks, the problem is I am developing on Android which only has access to OpenGL ES 1.X and 2. Since pretty much all devices support 1.1 I am developing for that... That being said, I created a base class that my world objects now all extend. I'm trying to apply translations and rotations to them every time I make a call to the corresponding glRotate() and glTranslate() but I think I am going wrong somewhere with that. At least I'm going in the right direction so thanks for your answer. |
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Dec 28 |
accepted | Using Quaternion in libGDX |
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Dec 28 |
asked | Keeping Track of Position OpenGL |
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Dec 24 |
awarded | Yearling |
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Dec 24 |
answered | Using Quaternion in libGDX |
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Dec 14 |
comment |
Using Quaternion in libGDX I can post some code in a few hours when I get out of work, if you would like to see that too. |
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Dec 14 |
comment |
Using Quaternion in libGDX I created the Quaternion and initilized it to x=0, y=1, z=0, w=PI/2... but no matter what I change those values to and try to apply it to the camera, I'm not seeing any changes. I assume I'm supposed to set the view matrix to the matrix that is formed by the quaternion but it's not working and I'm not seeing how that will change my position around the sphere. I also don't know how to update the quaternion values dynamically to move it. |
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Dec 14 |
asked | Using Quaternion in libGDX |
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Dec 4 |
awarded | Commentator |