Jump to content
  • Advertisement
Sign in to follow this  
Sappharos

3D Maths

This topic is 3675 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

<-- edit --> I no longer need a response to this message, thanks, I tried the following code: Camera.Position.X = Camera.Position.X + Cos(DegToRad(Camera.Direction)) / 10; Camera.Position.Y = Camera.Position.Y - Sin(DegToRad(Camera.Direction)) / 10; and it works a treat. ----------------- Hi, I'm a C++ noob and I'm working on a program that I'm using to display 3D graphics, but I've run into a problem which I won't be able to solve by myself until I have a more mathematical mind... I currently have a camera, which has variable position (x, y, z), direction, pitch and roll properties. I've got it mostly sussed, but how do I move it forward in the game world according to which direction it's facing? If there's anything you need to know about my coding to answer the question, please ask. [Edited by - Sappharos on November 23, 2008 12:48:17 PM]

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!