Java-Gaming.org Hi !
 Featured games (84) games approved by the League of Dukes Games in Showcase (603) Games in Android Showcase (171) games submitted by our members Games in WIP (650) games currently in development
 News: Read the Java Gaming Resources, or peek at the official Java tutorials
Pages: 1 ... 3 4 [5]
 ignore  |  Print
 Mathematical vectors  (Read 17329 times) 0 Members and 1 Guest are viewing this topic.

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

Quote
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: http://stackoverflow.com/questions/7312773/mathematical-vectors-and-rotations-topdown-java-game-dev-physics-problem

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

Quote

[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

You cannot reply to this message, because it is very, very old.

 Jesse (16 views) 2015-07-29 04:35:27 Riven (37 views) 2015-07-27 16:38:00 Riven (19 views) 2015-07-27 15:35:20 Riven (22 views) 2015-07-27 12:26:13 Riven (12 views) 2015-07-27 12:23:39 BurntPizza (32 views) 2015-07-25 00:14:37 BurntPizza (42 views) 2015-07-24 22:06:39 BurntPizza (24 views) 2015-07-24 06:06:53 NoxInc (31 views) 2015-07-22 22:16:53 NoxInc (20 views) 2015-07-22 22:13:39
 theagentd 51x wessles 45x basil_ 35x orangepascal 28x KaiHH 26x ags1 21x Riven 19x mooman219 17x bornander 14x KudoDEV 13x princec 11x CelestialCreator 11x klaus 11x Jesse 11x Zaneris 9x Spasi 8x
 List of Learning Resourcesby gouessej2015-07-09 11:29:36How Do I Expand My Game?by bashfrog2015-06-14 11:34:43List of Learning Resources2015-05-31 05:37:30Intersection Methodsby Roquen2015-05-29 08:19:33List of Learning Resources2015-05-05 10:20:32How to: JGO Wikiby Mac702015-02-17 20:56:162D Dynamic Lighting2015-01-01 20:25:42How do I start Java Game Development?by gouessej2014-12-27 19:41:21
 java-gaming.org 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‑gaming.org