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**Random Insanity Board / Re: Hmmmmmm.....**

« **on:**June 08, 2016, 01:08:53 am »

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155

Good story, yes that's usually how it goes. You innocently test a lot of interesting aspects of games and people start to interfere in the "don't disturb my circles"-way.

156

If you have the coordinates of a person it should just be a matter of an approx constant z-offset? That is, unless the person is lying down, where you would need to use his view direction. Of course, there are different approaches, you could get coordinates of models with face textures and so on as well.

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Lol, I don't like "environment friendly" light bulbs either. Usually slow to reach peak illumination, they flicker and have a bad spectrum.

158

Nice, there should be an option to aim at all! Team or no team! Beating both teams is the best.

159

Fixed. For some reason it made it your primary usergroup.

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These guys had their peak activity almost ten years ago.

Which reminds me there's a dev section with info that could be useful. It should probably be made public, but I'll review the issue along with other forum things this summer.

I've updated access now though.

Which reminds me there's a dev section with info that could be useful. It should probably be made public, but I'll review the issue along with other forum things this summer.

I've updated access now though.

161

Well, there are potentially a couple of problems there, because magnitude may turn out to be the hypotenuse and not the cathethus. Smallest magnitude could solve it, if there's no other issue involved. And you have to know where x y z point in game, and how they relate to pitch. Drawing would be a good approach.

However, if you're looking strictly at the angle, the scalar product can be used, and having a function that calculates angles between arbitrary vectors is really the best option.

If you want the angle between two vectors (x1, y1, z1) and (x2, y2, z2) you do the dot product, i.e. (x1x2+y1y2+z1z2) and divide by the product of their magnitudes. For accuracy reasons I would just do a single sqrt of both expressions in parantheses. Then acos the result.

If you're interested in pitch you just modify the vectors accordingly.

The other approach to get pitch, in a more visual way, is to use spherical coordinates:

https://en.wikipedia.org/wiki/Spherical_coordinate_system

However, if you're looking strictly at the angle, the scalar product can be used, and having a function that calculates angles between arbitrary vectors is really the best option.

If you want the angle between two vectors (x1, y1, z1) and (x2, y2, z2) you do the dot product, i.e. (x1x2+y1y2+z1z2) and divide by the product of their magnitudes. For accuracy reasons I would just do a single sqrt of both expressions in parantheses. Then acos the result.

If you're interested in pitch you just modify the vectors accordingly.

The other approach to get pitch, in a more visual way, is to use spherical coordinates:

https://en.wikipedia.org/wiki/Spherical_coordinate_system

162

If you got the distances, it's just trigonometry (or vector algebra if you choose to use the scalar product approach).

Normally arctan would be a solution, but considering a player centered approach, I would start out with arccos.

Conversion, if neede, from degrees to radians is just: degrees = 360 * radians/2pi

https://en.wikipedia.org/wiki/Trigonometry

Normally arctan would be a solution, but considering a player centered approach, I would start out with arccos.

Conversion, if neede, from degrees to radians is just: degrees = 360 * radians/2pi

https://en.wikipedia.org/wiki/Trigonometry

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- Due to site maintenance, there may be some down time coming up in June.