Collision normals and vectors.

Blitz3D Forums/Blitz3D Programming/Collision normals and vectors.

You can image a vector by imagining a 3d grid, and then imagining that one end of a vector is anchored at 0,0,0, and the other end is anchored at the location defined by the XYZ value of the vector.

You can draw a vector in 2D pretty easy too so that will help.

Draw two lines, one vertical one horizontal. Make them intersect.

Draw a line from the point of intersection to some other point.

That is a vector. If that vector is (1,1), then that vector would be pointing towards the upper left.

A normal is a vector with a length of 1. (1,1) is not a vector with a length of 1. That is the corner of a cube. A vector with a length of 1 would lie on a circle with a radius of 1 no matter which direction it points.