Hi,
I've got a small prototype involving a character that flies across a 2d landscape. The character in question isn't a plane and I'm not requiring any advanced physics such as lift, gravity etc.
The character in question currently moves by having a set speed and between frames, I calculate the angle I need to turn from the default and set the character's heading appropriately by rotating the movement vector. While this works, the character has a very uniform movement style and speed that isn't very interesting.
Due to the way I've designed it so far, I'm having trouble creating a system where the character accelerates/decelerates in a fluid way that isn't either horrible to look at or a nightmare to code and I was wondering if anyone might suggest a nice method/way of thinking about the problem that might work?
Please let me know if I need to clarify anything.
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#1PiCroft
Posted 08 February 2012 - 07:45 AM
Hi,
I've got a small prototype invovling a character that flys across a 2d lanscape. The character in question isn't a plane and I'm not requiring any advanced physics such as lift, gravity etc.
The character in question currently moves by having a set speed and between frames, I calculate the angle I need to turn from the default and set the character's heading appropriately by rotating the movement vector. While this works, the character has a very uniform movement style and speed that isn't very interesting.
Due to the way I've designed it so far, I'm having trouble creating a system where the character accelerates/decelerates in a fluid ay that isn't either horrible to look at or a nightmare to code and I was wondering if anyone might suggest a nice method/way of thinking about the problem that might work?
Please let me know if I need to clarify anything.
I've got a small prototype invovling a character that flys across a 2d lanscape. The character in question isn't a plane and I'm not requiring any advanced physics such as lift, gravity etc.
The character in question currently moves by having a set speed and between frames, I calculate the angle I need to turn from the default and set the character's heading appropriately by rotating the movement vector. While this works, the character has a very uniform movement style and speed that isn't very interesting.
Due to the way I've designed it so far, I'm having trouble creating a system where the character accelerates/decelerates in a fluid ay that isn't either horrible to look at or a nightmare to code and I was wondering if anyone might suggest a nice method/way of thinking about the problem that might work?
Please let me know if I need to clarify anything.