Thanks for the Link :-)
I am currently digged through the vector calculations on that page for some calculations, and started a very basic system for flight (for test purposes), which I will use before I use "real-universe" physics.
This is what I have worked out:
Code:
Player.x := Player.x + (cos(angle) * speed/5);
Player.y := Player.y + -(sin(angle) * speed/5);
But then again, I've thought about using a velocity.x and a velocity.y to go the "entire hog"... but I am not quite sure where to start. Well, I guess I have to keep on trying - eventually something will work out :-)
splatty
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