Author |
Message |
Zasalamel

|
Posted: Mon Feb 15, 2010 3:42 pm Post subject: RE:360 degree movement |
|
|
thank you TerranceN it works now! I did not expect it to be so much work for that... |
|
|
|
|
 |
Sponsor Sponsor

|
|
 |
zero-impact

|
Posted: Mon Feb 15, 2010 11:38 pm Post subject: RE:360 degree movement |
|
|
you might also want to look into vectors. They can simplify a lot of these calculations. As well as making them less computationally expensive. http://en.wikipedia.org/wiki/Euclidean_vector |
|
|
|
|
 |
SNIPERDUDE

|
Posted: Mon Feb 15, 2010 11:46 pm Post subject: RE:360 degree movement |
|
|
And in long-term can help you delve into 3D once you want to start. |
|
|
|
|
 |
USEC_OFFICER

|
Posted: Tue Feb 16, 2010 12:36 pm Post subject: RE:360 degree movement |
|
|
Or you can just dive into 3D without vectors, it is really just adding the z-axis, although learning vectors will always help. |
|
|
|
|
 |
SNIPERDUDE

|
Posted: Tue Feb 16, 2010 1:45 pm Post subject: RE:360 degree movement |
|
|
As long as they don't require any rotation. |
|
|
|
|
 |
Zasalamel

|
Posted: Tue Feb 16, 2010 5:33 pm Post subject: RE:360 degree movement |
|
|
I seem to hear a possible tutorial on vectors and advanced calculation in turing??? Someone? |
|
|
|
|
 |
TheGuardian001
|
Posted: Tue Feb 16, 2010 5:49 pm Post subject: Re: 360 degree movement |
|
|
Vectors and calculus don't really have much material that can be applied specifically to a single language. It's a pretty wide subject (it occupies both it's own subject as well as a large chunk of grade 12 physics) that probably couldn't be done justice through a tutorial (although I suppose anybody's welcome to try.) |
|
|
|
|
 |
SNIPERDUDE

|
Posted: Tue Feb 16, 2010 9:57 pm Post subject: RE:360 degree movement |
|
|
Agreed, I think it would be better put in a section such as General Programming or the like. |
|
|
|
|
 |
Sponsor Sponsor

|
|
 |
TerranceN
|
Posted: Tue Feb 16, 2010 10:18 pm Post subject: Re: RE:360 degree movement |
|
|
Zasalamel @ Tue Feb 16, 2010 5:33 pm wrote: I seem to hear a possible tutorial on vectors and advanced calculation in turing??? Someone?
You already WERE using vectors. A vector is just a direction multiplied by a magnitude (we used speed here). It is just a little less distinguishable in cartesian coordinates.
Also, the link zero-impact posted is really useful. Normally, wikipedia is way too advanced for me, but this article is (for the most part) very clear and easy to understand. |
|
|
|
|
 |
USEC_OFFICER

|
Posted: Wed Feb 17, 2010 12:42 pm Post subject: RE:360 degree movement |
|
|
That's vectors??? I though it was trig! |
|
|
|
|
 |
TheGuardian001
|
Posted: Wed Feb 17, 2010 2:59 pm Post subject: Re: 360 degree movement |
|
|
Vectors and trig are very closely related. A vector is just a magnitude and a direction. In this case the speed acts as the magnitude, and the trig gives you the correct direction. |
|
|
|
|
 |
syntax_error

|
Posted: Wed Feb 17, 2010 2:59 pm Post subject: Re: RE:360 degree movement |
|
|
USEC_OFFICER @ Wed Feb 17, 2010 12:42 pm wrote: That's vectors??? I though it was trig!
Really? O-M-G-!
I know I thought that too!
All those wait whats that word again.. theta's ...
Golly goss and sin and cos are there too!
Let me not even brother to try to read the article and just post the FIRST THING THAT COMES TO MIND!
JUST LIKE AN IRC, boy I'm sure TerranceN will now learn the error of his/her ways after all!
If you remotely look at the math you will see that trig functions are being used as a tool to perform transformations to the unit vectors within the matrices.
So yes, there are trig functions present and vectors and matrices, while we're at it there is also addition and subtraction as well!
Just because in integration by parts you have uv - integral of vdu doesnt mean you call it subtraction it still falls under integration.
EDIT: Damn TheGuardian001 beat me to it. |
|
|
|
|
 |
TerranceN
|
Posted: Wed Feb 17, 2010 4:04 pm Post subject: Re: 360 degree movement |
|
|
@USEC_OFFICER:
Like what TheGuardian001 said, the trig is just a means to an end. You should look at the polar coordinate system, vectors (at least for 2d programming purposes) are like polar coordinates. All we did was convert them to cartesian coordinates.
@syntax_error:
That was a little harsh ; and I never knew Terrance was a gender neutral name.
Also I don't understand what you mean by this:
"Just because in integration by parts you have uv - integral of vdu doesnt mean you call it subtraction it still falls under integration."
Do you mean that adding vectors is still vectors, not adding? |
|
|
|
|
 |
Zasalamel

|
Posted: Wed Feb 17, 2010 4:29 pm Post subject: Re: RE:360 degree movement |
|
|
TerranceN @ Tue Feb 16, 2010 10:18 pm wrote: Zasalamel @ Tue Feb 16, 2010 5:33 pm wrote: I seem to hear a possible tutorial on vectors and advanced calculation in turing??? Someone?
You already WERE using vectors. A vector is just a direction multiplied by a magnitude (we used speed here). It is just a little less distinguishable in cartesian coordinates.
Also, the link zero-impact posted is really useful. Normally, wikipedia is way too advanced for me, but this article is (for the most part) very clear and easy to understand.
I knew that. i was implying that someone should write a tutorial involving this. |
|
|
|
|
 |
SNIPERDUDE

|
Posted: Wed Feb 17, 2010 5:27 pm Post subject: RE:360 degree movement |
|
|
There are some great tutorials online, but sometimes harder to find. Especially syntax-neutral.
I do think we need some more physics-based tutorials on here, it will also really help out when ISU time comes and people post similar physics-based questions.
Unfortunately I don't have the time to do any, but I'll see what I can do. First I'll take a look around the site to see what's already up. Perhaps we need some time of unified TOC such as the Turing Walkthrough, but focused on non-language topics.
Just some thoughts, I haven't spent too much time in the tutorials sections to be honest. |
|
|
|
|
 |
|