Bot,
I have used both methods of rotation. I do like the impulse method, it seems more realistic, your right. In my original game, The joystick controlled the X and Z Axis rotation. I transformed Joystick X and Z from Camera to world space, so no matter what direction the camera was facing, left was left and right was right.
For some reason, I can't get this to work within the Tokamak world. For Rotation on the X-Axis for instance I am using the following abbreviated statments
TokRB_ApplyImpulse2 RB,.1,0,0,Getx(),Gety()+12,GetZ()
TokRB_ApplyImpulse2 RB,-.1,0,0,Getx(),Gety()-12,GetZ()
I used two Impulse statments like Mr Picklesworth suggested above.
How can I apply my joystick inputs so the orientation stays correct in the camera view..
Regards,
Eric
I have used both methods of rotation. I do like the impulse method, it seems more realistic, your right. In my original game, The joystick controlled the X and Z Axis rotation. I transformed Joystick X and Z from Camera to world space, so no matter what direction the camera was facing, left was left and right was right.
For some reason, I can't get this to work within the Tokamak world. For Rotation on the X-Axis for instance I am using the following abbreviated statments
TokRB_ApplyImpulse2 RB,.1,0,0,Getx(),Gety()+12,GetZ()
TokRB_ApplyImpulse2 RB,-.1,0,0,Getx(),Gety()-12,GetZ()
I used two Impulse statments like Mr Picklesworth suggested above.
How can I apply my joystick inputs so the orientation stays correct in the camera view..
Regards,
Eric