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Posted 01 September 2012 - 06:23 AM
Posted 02 September 2012 - 03:41 PM
Jason Zink :: DirectX MVP
Direct3D 11 engine on CodePlex: Hieroglyph 3
Direct3D Books: Practical Rendering and Computation with Direct3D 11, Programming Vertex, Geometry, and Pixel Shaders
Articles: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article (original):: Fast Silhouettes Article
Games: Lunar Rift
Posted 03 September 2012 - 01:39 AM
Edited by Tom KQT, 03 September 2012 - 01:39 AM.
Posted 03 September 2012 - 07:18 AM
(*) All you need is your initial velocity vector v (magnitude = how strongly you throw; orientation = which direction and under what angle you throw), initial position vector p (the grenade position in the player's hand) and a constant gravity acceleration vector g. Then each frame you just update the velocity and position vectors:
v += g * dt
p += v * dt
where dt is the time span between frames and the operations are vector operations.
Edited by Bacterius, 03 September 2012 - 07:24 AM.
“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”