Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (778)
Games in Android Showcase (231)
games submitted by our members
Games in WIP (856)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: 1 ... 3 4 [5]
  ignore  |  Print  
  Mathematical vectors  (Read 49452 times)
0 Members and 1 Guest are viewing this topic.
Offline deadly72

Junior Devvie

« Reply #120 - Posted 2011-09-16 20:41:57 »

heheheh I believe this is exactly what I've been told quite a few times

I think the issue that is confusing you is that the angle a car is rotated, or its direction, affects the direction that its motor accelerates the vehicle.  When you press left/right keys you want to change the rotational acceleration and when you press up/down you want to change the translational acceleration.

I guess I wasn't clearing understand that rotation is totally seperate from acceleration.

The part I don't understand from that is how they both interact to give the final position vector?

I had created a thread on stack overflow and it's possible I just wanted to solve the problem asap so i reverted back to the old method of having a speed variable being increased by acceleration * deltaTime and then using this speed * math.cos/sin(dir) get my velocity vector.

link to my question on stackoverflow:

I really want to go back to the other way though - that is using an acceleration vector - but I'm unsure of how rotational acceleration and translational acceleration fit together to give the final position.  In addition apparently using two vectors (I'm guessing the rotational and translational acceleration) would give increasingly bad results? --- if you see the stackoverflow thread


[in the situation where we have 2 vectors for acceleration] is that, in this one, the small errors mean that the speed will increase if you steer the car left and right, even if you don't touch the "up" key -- whereas, in the other one, that sort of cross-error doesn't happen because we keep the speed and steering separate.

My reason to wanting to go back to using 2 vectors? If I ever want to implement drifting? apparently this is the way to go... sooo am I stuck between a rock and a hard place?
Pages: 1 ... 3 4 [5]
  ignore  |  Print  

hadezbladez (349 views)
2018-11-16 13:46:03

hadezbladez (183 views)
2018-11-16 13:41:33

hadezbladez (349 views)
2018-11-16 13:35:35

hadezbladez (85 views)
2018-11-16 13:32:03

EgonOlsen (2179 views)
2018-06-10 19:43:48

EgonOlsen (2221 views)
2018-06-10 19:43:44

EgonOlsen (1379 views)
2018-06-10 19:43:20

DesertCoockie (2012 views)
2018-05-13 18:23:11

nelsongames (1670 views)
2018-04-24 18:15:36

nelsongames (2309 views)
2018-04-24 18:14:32
Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45

Deployment and Packaging
by philfrei
2018-08-20 02:33:38

Deployment and Packaging
by philfrei
2018-08-20 02:29:55

Deployment and Packaging
by philfrei
2018-08-19 23:56:20

Deployment and Packaging
by philfrei
2018-08-19 23:54:46 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!