ok... so I might have been poking fun a little but :o
nice to see some of my code improved and contributed back!
only one minor point....
might be better as
This minimizes the number of computationally expensive calls and allows you to add in any other effects that might change the way the craft behaves (you might for example want to multiply xt and zt by 0.75 if the craft is overloaded)
90% of game programming is "faking it" and the reason most commercial games need such stupid hardware requirements is because the designers in their ivory towers have forgotten it!
I remember elite from the BBC 'B' micro and pine for the days when games actually had game play.
Please feel free to contact me via the email in my profile if you'd like any further help with this project.
nice to see some of my code improved and contributed back!
only one minor point....
If KeyDown (KEY_W) = True xturn.SetFromEulerXYZ(1,0,0) cubeQuat.multiply(xturn) EndIf ...ETC...
might be better as
local xt:float,zt:float xt=0;zt=0 If KeyDown (KEY_W) Then xt=1 If KeyDown (KEY_S) Then xt=-1 If KeyDown (KEY_D) Then zt=1 If KeyDown (KEY_A) Then zt=-1 EndIf if xt or zt then xturn.SetFromEulerXYZ(xt,0,zt) cubeQuat.multiply(xturn) endif
This minimizes the number of computationally expensive calls and allows you to add in any other effects that might change the way the craft behaves (you might for example want to multiply xt and zt by 0.75 if the craft is overloaded)
90% of game programming is "faking it" and the reason most commercial games need such stupid hardware requirements is because the designers in their ivory towers have forgotten it!
I remember elite from the BBC 'B' micro and pine for the days when games actually had game play.
Please feel free to contact me via the email in my profile if you'd like any further help with this project.