Timeline for How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement
Current License: CC BY-SA 2.5
9 events
when toggle format | what | by | license | comment | |
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Jan 8, 2011 at 21:15 | answer | added | Jason Goemaat | timeline score: 1 | |
Jan 8, 2011 at 15:37 | vote | accept | Chris | ||
Jan 8, 2011 at 15:17 | comment | added | Phrogz | Cross product between the up axis and the camera's forward vector will give you one of your strafe directions. | |
Jan 8, 2011 at 0:02 | comment | added | Chris | @James: I allow the user to spin the camera around, so the Z and X axis are not always relative to the direction in which the camera is facing, therefore I must align the strafe X with the camera's direction which is what Jonathan has attempted to assist me with | |
Jan 7, 2011 at 23:57 | comment | added | Chris | @Jonathan: The language is JavaScript and the framework is Google O3D WebGL | |
Jan 7, 2011 at 22:58 | comment | added | James | If your camera is in unit vectors and the Z axis is the one that goes into and out of the screen, isnt the X axis the unit direction for strafing? | |
Jan 7, 2011 at 17:51 | comment | added | doppelgreener | Which language and framework is this? | |
Jan 7, 2011 at 17:36 | answer | added | doppelgreener | timeline score: 6 | |
Jan 7, 2011 at 17:02 | history | asked | Chris | CC BY-SA 2.5 |