Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


plane slidding

This topic is 5979 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

If the plane is aligned the sliding is quite simple, because I zero the component of the vector that matches the plane abs(normal). If the plane is not aligned I rotate the normal of the plane and the ''pushing'' vector to align the plane on xOy, I null the vector ''z'' component then I rotate them back. This seems to be a pretty time consuming opertion. I''m wondering if there is a simple firmula. Thanks MCO

Share this post

Link to post
Share on other sites
Precalculating a vector for each triangle or plane which would be how much the object moves in some direction for each second, may help.

You can use that vector for many weights, too, because the relation is linear.

Hope it helps

Real programers are not afraid from maths!
(from an Asfixia Member I think)
JJpRiVaTe (Private Zone)

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!