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Neon Warge

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  1. Hi I don't know if this is the right place to ask this kind of question, and I hope I don't destroy the atmosphere on this forum. I just have few questions from this site: http://tetrisconcept.net/wiki/SRS, if you hover down to the tables, I just don't seem to understand the meaning of other symbols like R->2, 2->R. Can someone explain me what those symbols mean?     I understand this in this way, 0->R means rotate from 0 degrees to 90 degrees.  R->0 means from 270 degrees to 0 degrees.    The rest, I am confused. I don't know if I am dealing with it the right way. Please help. Thank you!
  2. Hello everyone! Thanks for your kind replies! I have finally made it! Thank you so much for your suggestions! here is the final code I have made so far: if( !_isPathFound ) return; float tilesize = static_cast< float >( tileset->getTilesize() ); const float MAX_SPEED = e * movableObjects->getVelocity(); const float MAX_VELOCITY = 3.0f; const float MAX_FORCE = 10.4; const float mass = 50.0f; const float tolerance = 1.0f; sf::Vector2f desired_velocity; sf::Vector2f steer; sf::Vector2f velocity; spritePosition.x = movableObjects->getSpritePositionX(); spritePosition.y = movableObjects->getSpritePositionY(); desired_velocity = normalize( targetPosition - spritePosition ) * MAX_VELOCITY; steer.x = desired_velocity.x - MAX_SPEED; steer.y = desired_velocity.y - MAX_SPEED; steer = truncate( steer , MAX_FORCE ); steer /= mass; velocity = truncate( velocity + steer , MAX_SPEED ); float movex = spritePosition.x + velocity.x; float movey = spritePosition.y + velocity.y; if( abs( targetPosition.x - spritePosition.x ) <= tolerance && abs( targetPosition.y - spritePosition.y ) <= tolerance ) { _isPathFound = false; } movableObjects->setSpritePosition( movex , movey ); This one doesn't handle the arrival yet. It just get to the point where I check if it is near to the tolerated value then stop rendering or stop moving at that point. I might try adding arrival behavior soon on this one.  I still manage to figure out how can I orient the sprite on its velocity  to the target as it move.  But for now at least it works.  Thank you very much for your help and time!
  3. Hello! I am new and just beginning to learn about steering behavior. I need such behavior for the game I am making. Can you please look into my code and try to see what I am missing or at least misunderstood in terms of steering behavior? My problem is that my sprite doesn't steer. So here is my code: void PathFinder::moveToDestination( float e ) { if( !_isPathFound ) return; float tilesize = static_cast< float >( tileset->getTilesize() ); float speed = e * movableObjects->getVelocity();// NOTE : This should be getSpeed() const float MAX_FORCE = 2.5; const float mass = 80.0f; const float tolerance = 1.0f; sf::Vector2f desired_velocity; sf::Vector2f steer; sf::Vector2f velocity; spritePosition.x = movableObjects->getSpritePositionX(); spritePosition.y = movableObjects->getSpritePositionY(); current_velocity = normalize( targetPosition - spritePosition ); desired_velocity = normalize( targetPosition - current_velocity ) * speed; steer = desired_velocity - current_velocity; steer = truncate< float >( steer , MAX_FORCE ); steer /= mass; velocity = truncate< float >( current_velocity + steer , speed ); float movex = spritePosition.x + velocity.x; float movey = spritePosition.y + velocity.y; cout << " current velocity : " << current_velocity.x << " x " << current_velocity.y << endl; cout << " desired velocity : " << desired_velocity.x << " x " << desired_velocity.y << endl; cout << " steer : " << steer.x << " x " << steer.y << endl; cout << " velocity : " << velocity.x << " x " << velocity.y << endl; cout << endl; if( abs( targetPosition.x - spritePosition.x ) <= tolerance && abs( targetPosition.y - spritePosition.y ) <= tolerance ) { _isPathFound = false; } movableObjects->setSpritePosition( movex , movey ); } Here is my code for VectorMath file which contains a bunch of templated functions: Maybe I got something wrong in here   Thank you very much for your help and your time!