Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "John Emmer" Newsgroups: scea.yaroze.programming.2d_graphics Subject: Algorithm to orbit? Date: 3 Aug 1997 19:23:30 GMT Organization: Justice Center Lines: 23 Message-ID: <01bca03a$5c9d6ee0$8bf135ce@jjustice.iquest.net> Reply-To: "John Emmer" NNTP-Posting-Host: and-003-11.iquest.net X-Newsreader: Microsoft Internet News 4.70.1161 Ok, now my sprites are happily displaying and rotating, but now I'm trying to figure out how to use the built-in functions to make one point orbit another point. I need the sprite that represents my turret to orbit around the center of my tank sprite as the tank rotates. I thought I'd store the current position of the turret in an SVECTOR, use ApplyMatrixSV() and RotMatrixZ() to perform the appropriate calculations, then store the results back into the GsSPRITE structure. But where/how do I tell such an algorithm where the center of the tank is? Am I heading in the right direction with this, or is there an easier/faster way to go about this? Pointing me to an example of a program that does this would be a fine response, if you would rather not explain everything here. Also, what does the manual mean by "The rotation matrix is fragmented"? Thanks! -- John Emmer Video Game Enthusiast, Philosopher, Fledgling Programmer jjustice@cs.bsu.edu jjustice@iquest.net jpemmer@bsuvc.bsu.edu Vectrex; 7800, Supercharger, Lynx, Jaguar; NES, SNES, Virtual Boy; Turbo Duo & Express; SG, SGCD, 32X, Saturn; 3DO; PlayStation, Yaroze; C64, A600, A1200, P100; Arcade Centipede, Spy Hunter, Neo-Geo; BA, MA, ABD