the main point of this post was to ask why the hell there isnt a function that applies force in a direction based on the rotation of the object in the first place, it seems like something that would be commonly used, so why not just add it into the engine?
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thought of this while i was writing this post, do you think this would be a good alternative? it should save cpu cycles! (good for xbox games)
I suppose i could work up a table of predetermined "directional offsets" for each degree, which would mean i only have to calculate 360 times rather than once each frame, it would be a bit inaccurate (i could even go down to 1/10 of a degree to get it more
accurate), but it would (in theory) be a LOT faster than calculating it every frame
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Im not really sure how I would get where the "tip" of the caris without using the same math that I already used
At some point you are going to have to take the angle into consideration to get it, lets say the tip is 1 (for simplicity sake) unit to the right,
if the ship is rotated 1/8 turn counter clockwise (pointing up right), how would i get that without extrapolating degrees (as i already have)
how would i then translate the original tips location without using at LEAST trigonometry (which would require a square root, much more complex than the simple addition subraction division and multiplication i've used so far, at least to the best of my knowledge)
lets see,
center: 0,0
Tip: 1,0
rotation 315* (up right at 45*)
my mind works a little differently than most people, i tend to figure out complex problems quite easily and as a result i tend to overcomplicate things, because it feels natural to me, if there IS a simpler (or faster) way, then i would be interested in
figuring it out but I dont like to refigure something out that works, so its not something i want to spend a lot of time on :)
