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Originally Posted by Kaimetsu
Well, trigonometry works, but it's less efficient and actually more complicated, so I'm not sure if it's advisable. Plus, if you wanted to incorporate other forces (like if the player is trying to move) or produce non-circular orbits, you'd need to maintain independent velocities anyway.
But I guess it's about what's most comfortable and familiar to the scripter, and examining multiple approaches is a good exercise.
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Yeah, you cant get the same kind of accuracy thats true, but then I dont think people would really notice the difference. I decided to post it as (in the UK) you cover pythagoras and trigonometry long before the concept forces (in mathematics) and stuff during you education... so I thought it may seem more 'accessible' to those who have covered less mathematics.
To be fair though, i'd probably do it with forces if I was to go and script it right now.