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Spiral Movement from a center to a rotation | Locked | |
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Dec 4 2014 Anchor | ||
Hello. I need to know if anyone can solve this out. AtractedParticle Velocity.X = Dist.Y*SpiralSpeed; The code is in the same particle. |
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Dec 13 2014 Anchor | ||
Well, both my math and uscript on that are very rusty, but if all you need is that the particle moves around an origin, you probably can do something like:
I didn't test this (I just wrote it, and I am sleepy as well), so I don't guarantee this will work, but the math idea behind this is: Again, not sure if that's going to work as I didn't test it, and it's not a perfect solution (it's just a rather simple one, a proper math solution is a bit harder), but I think for the purpose you intend it should do it. |
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Dec 15 2014 Anchor | ||
Mmmm.. well, i test it but not work. Also i want use the CallParent rotation, i dont know use vector(CallParent.Rotation) or GetAxes. However thank for response. Must exists a way. |
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Sep 4 2015 Anchor | ||
What game engine or language are you using? -- Some writing I helped with a long time ago: The-cult-of-duck.wikia.com (I know it's bad) |
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Oct 12 2015 Anchor | ||
That's some hardcore programming. I actually given up on game developing. Decided to just do game management. Share only. lol |
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May 12 2016 Anchor | ||
If you are just wanting them to rotate in a circular spiral, then use polar to Cartesian coordinate conversions. Basically, the equation theta=radius results in a spiral. Add constants to the equation to shift and stretch outward. You'll then have to convert polar coordinates to Cartesian coordinates.... thats where everything gets messy. I'd suggest googling spirals and converting them to Cartesian coordinates. -- Some writing I helped with a long time ago: The-cult-of-duck.wikia.com (I know it's bad) |
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