• Create Account

Interested in a FREE copy of HTML5 game maker Construct 2?

We'll be giving away three Personal Edition licences in next Tuesday's GDNet Direct email newsletter!

#ActualMedo3337

Posted 18 May 2013 - 07:33 AM

If I give a velocity of (0, 10, 0) I want to get A and B accordingly.

0, 10, 0 direction is UP so the result should be the upper quarter.

[attachment=15796:circle.png]

I should change the following line:

float t = GetRandMinMax( -D3DX_PI, D3DX_PI );

To:

float t = GetRandMinMax( A, B );


How do I calculate A and B based on the velocity (direction)?

#3Medo3337

Posted 18 May 2013 - 07:31 AM

If I give a velocity of (0, 10, 0) I want to get A and B accordingly.

0, 10, 0 direction is UP so the result should be the upper quarter.

[attachment=15796:circle.png]

I should change the following line:

float t = GetRandMinMax( -D3DX_PI, D3DX_PI );

To:

float t = GetRandMinMax( A, B );


#2Medo3337

Posted 18 May 2013 - 07:30 AM

If I give a velocity of (0, 10, 0) I want to get A and B accordingly.

0, 10, 0 direction is UP so the result should be the upper quarter.

[attachment=15796:circle.png]

I should change the following line:

float t = GetRandMinMax( -D3DX_PI, D3DX_PI );

To:

float t = GetRandMinMax( A, B );


#1Medo3337

Posted 18 May 2013 - 07:29 AM

If I give a velocity of (0, 10, 0) I want to get A and B accordingly.

0, 10, 0 direction is UP so the result should be the upper quarter.

[attachment=15796:circle.png]

PARTNERS