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walk on hill

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I now take these step. first move a distance alone the xz plane,then get a new position(x z)then according to height map get y value of new position(x z). but these work unreal.because the move more much distance because of a height. so how to handle the problem?

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You can check the length from the current position to the next one.
If you have a vector class (and you should):

Vector currentPos = Your current position;
Vector nextPos = "next" position;

float distance = (nextPos - currentPos).Magnitude();



So to limit the speed to 1 unit you could do like this:

Vector dir = nextPos - currentPos;
dir.Normalize();

currentPosition += dir;


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This topic is 4584 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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