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  joints implementation  (Read 1008 times)
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Offline f.l.x

Senior Devvie


Projects: 3


there is no place like 127.0.0.1


« Posted 2005-12-11 11:31:41 »

hi, i'm a litle bit stuck with jointed bodies movement, i'm trying to implement a very basic joint system for a 4k game, and i could use some reference or implementation Smiley

thanks

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Offline f.l.x

Senior Devvie


Projects: 3


there is no place like 127.0.0.1


« Reply #1 - Posted 2005-12-11 21:56:40 »

anyone?

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Offline Amos Wenger

Senior Devvie




Everything's possible, but not everything's fun...


« Reply #2 - Posted 2005-12-22 17:40:20 »

Just to tell you you're that I don't want to help you, but I'm sorry I haven't found any doc about that..
If I do so, I'll tell you.

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
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Offline f.l.x

Senior Devvie


Projects: 3


there is no place like 127.0.0.1


« Reply #3 - Posted 2005-12-23 00:51:58 »

thanks anyway  Smiley
i solved the problem reducing it to a single joint and aplying trigonomety to a triangle, 2 sides' lenght fixed (the two arms of the joint) and the other side's legth the distance betwen the two tails

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