Shawn,
I have some of this Working, and I really appreciate you taking as much time as you did explaining this to me.
These Statments I understand, as I now have my Arrow Moving.
TFormNormal 0, 0, 1, Arrow, 0
Thrust_Nx# = TFormedX()
Thrust_Ny# = TFormedY()
Thrust_Nz# = TFormedZ()
Where does the Gravity Vector come into play. My Code Below is with your help, How do I add the gravity? I want to make sure when my character is heading up a hill, he starts to slide backwards if I apply no forward thrust
Why Doesn't My character Slide down the slop he is on?
I know you don't have the graphics, but I can climb up a slope but once I get up I can't go back down the slop. It's like gravity on a slop works in reverse.
Regards,
Eric
I have some of this Working, and I really appreciate you taking as much time as you did explaining this to me.
These Statments I understand, as I now have my Arrow Moving.
TFormNormal 0, 0, 1, Arrow, 0
Thrust_Nx# = TFormedX()
Thrust_Ny# = TFormedY()
Thrust_Nz# = TFormedZ()
Where does the Gravity Vector come into play. My Code Below is with your help, How do I add the gravity? I want to make sure when my character is heading up a hill, he starts to slide backwards if I apply no forward thrust
gravity#=9.8 Friction#=.5 AngularV#=360 PhysicsTime#=.001 Time=MilliSecs() Pointer=CreateSphere(8) ScaleEntity Pointer,.1,.1,.1 EntityColor Pointer,255,0,0 Pointer1=CreateSphere(8) ScaleEntity Pointer1,.1,.1,.1 EntityColor Pointer1,0,255,0 Repeat If KeyDown(205) TurnEntity Character\Body,0,-AngularV#*PhysicsTime#,0 End If If KeyDown(203) TurnEntity Character\Body,0,AngularV#*PhysicsTime#,0 End If If KeyDown(57) If Not Animating(Character\body) Then Animate Character\Body,3,3,1 Thrust#=2 Else Thrust#=Thrust#*.95 EndIf TFormNormal 0, 0, 1, Character\Body, 0 Thrust_NX# = TFormedX() Thrust_Ny# = TFormedY() Thrust_Nz# = TFormedZ() TFormNormal 0,-1,0,Character\body,0 Grav_NX# = TFormedX() Grav_Ny# = TFormedY() Grav_Nz# = TFormedZ() Character\Vx# = ( Thrust_Nx# * Thrust#) + (Grav_Nx#*Gravity#) Character\Vy# = ( Thrust_Ny# * Thrust#) + (Grav_Ny#*Gravity#) Character\Vz# = ( Thrust_Nz# * Thrust#) + (Grav_Nz#*Gravity#) Character\Speed#=Sqr(Character\VX#^2+Character\VY#^2+Character\VZ#^2) LinePick EntityX#(Character\Body),EntityY#(Character\Body)+5,EntityZ#(Character\Body),0,-10,0,0.2 TranslateEntity Character\Body, Character\Vx#*PhysicsTime#,Character\Vy#*PhysicsTime# , Character\Vz#*PhysicsTime# AlignToVector Character\Body,PickedNX#(),PickedNY#(),PickedNZ#(),2,.15 PhysicsTime#=(MilliSecs()-Time)/1000.00 Time = MilliSecs() If Time > F_time Then F_Time = Time + 1000 FPS = Fcount fcount = 0 Else fcount = fcount + 1 End If Update_Camera(PhysicsTime#) UpdateWorld RenderWorld ;PositionEntity Pointer ,EntityX#(Character\Body)+(Character\Vx#),EntityY#(Character\Body)+(Character\Vy#),EntityZ#(Character\Body)+(Character\Vz#) ;PositionEntity Pointer1,EntityX#(Character\Body)-(Grav_NX#),EntityY#(Character\Body)-(Grav_NY#),EntityZ#(Character\Body)-(Grav_NZ#) Text 10,12,Thrust_NX#+" "+Grav_NX# Text 10,24,Thrust_Ny#+" "+Grav_Ny# Text 10,36,Thrust_Nz#+" "+Grav_Nz# Text 10,48,"Entity Yaw"+EntityRoll(Character\body) Flip Until KeyHit(1)
Why Doesn't My character Slide down the slop he is on?
I know you don't have the graphics, but I can climb up a slope but once I get up I can't go back down the slop. It's like gravity on a slop works in reverse.
Regards,
Eric