I am looking to create realistic car movement using vectors
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by
bobthemac
on Game Development
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Published on 2012-04-05T14:21:15Z
Indexed on
2012/04/05
17:47 UTC
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I have goggled how to do this and found this http://www.helixsoft.nl/articles/circle/sincos.htm I have had a go at it but most of the functions that were showed didn't work I just got errors because they didn't exist. I have looked at the cos and sin functions but don't understand how to use them or how to get the car movement working correctly using vectors. I have no code because I am not sure what to do sorry.
Any help is appreciated.
EDIT:
I have restrictions that I must use the TL engine for my game, I am not allowed to add any sort of physics engine. It must be programmed in c++. Here is a sample of what i got from trying to follow what was done in the link I provided.
if(myEngine->KeyHeld(Key_W))
{
length += carSpeedIncrement;
}
if(myEngine->KeyHeld(Key_S))
{
length -= carSpeedIncrement;
}
if(myEngine->KeyHeld(Key_A))
{
angle -= carSpeedIncrement;
}
if(myEngine->KeyHeld(Key_D))
{
angle += carSpeedIncrement;
}
carVolocityX = cos(angle);
carVolocityZ = cos(angle);
car->MoveX(carVolocityX * frameTime);
car->MoveZ(carVolocityZ * frameTime);
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