I did the same thing by storing everything as an angle and a distance. Then x = shipX + cos(shipRot + offAngle) * offDistance
Hardpoints
BlitzMax Forums/BlitzMax Programming/HardpointsThe forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.