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14 years ago on June 15th Gamedev.net was first launched! We want to thank all of you for being part of our community and hope the best years are ahead of us. Happy birthday Gamedev.net!

#ActualJinixVomitorium

Posted 02 January 2013 - 12:43 PM

not quite sure how an equation would help you out on this due to the rotation... the only thing i can think of is calculating the arc of the circle as arcLength = ThetaAngle * Radius.   And constantly update your max radius of the ship by 1 coordinate, so it would scan based on the cented of the ship, but to fix that use MaxRadius - InitialRadius(ship). after each update you scan the arch coordinates to see if they collide with the enemy ship.

That could work... if I understand correctly what you are trying to do. If the arc rotates with the ship im not sure how the equation will work with the different signs.


#1JinixVomitorium

Posted 02 January 2013 - 12:42 PM

not quite sure how an equation would help you out on this due to the rotation... the only thing i can think of is calculating the arc of the circle as arcLength = ThetaAngle * Radius.   And constantly update your max radius of the ship by 1 coordinate, so it would scan based on the cented of the ship, but to fix that use MaxRadius - InitialRadius(ship). after each update you scan the arch coordinates to see if they collide with the enemy ship.

That could work... if I understand correctly what you are trying to do.


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