I made these in a free period because my English teacher was out.
It was a lot of trig. Anyone like it? I wanted it because [sarcasm]physics is great![/sarcasm]
Runs at a nice 59 FPS for me, not much runs at 60 FPS for me for some reason.
I made these in a free period because my English teacher was out.
It was a lot of trig. Anyone like it? I wanted it because [sarcasm]physics is great![/sarcasm]
Runs at a nice 59 FPS for me, not much runs at 60 FPS for me for some reason.
[quote]
It was a lot of trig. [/quote]
[Insert AxisAngle or one of the other lovely math people on this site’s laugh here]
Kidding! Kidding! Neat stuff (:
This is pretty cool.
But seriously fk trig.
New version done, works with moving objects.
You don’t help the world.
You don’t help the world.[/quote]
Looks like his comment went… full circle.
I don’t like trig because it’s not intuitive to me. My brain functions better around building worlds and making them function than doing the back-end stuff like physics.
But thanks for the ad hominem.
I see your pistons and raise you:
the wheels and everything attached to them is controlled with welds. I used a renderstepped loop to get it to look like it’s actually driving.
[quote] I see your pistons and raise you:
the wheels and everything attached to them is controlled with welds. I used a renderstepped loop to get it to look like it’s actually driving. [/quote]
Ooh, fancy.

Lots of trig, you say?

I will edit in the screenshot I took of my math to the OP. I just needed the ability to get the two angles shown in the image.
As for lots of trig, I meant not as in 200x times, more like 4 in the main part, and maybe 8 in the functions that get the points.
[quote] I will edit in the screenshot I took of my math to the OP. I just needed the ability to get the two angles shown in the image.
As for lots of trig, I meant not as in 200x times, more like 4 in the main part, and maybe 8 in the functions that get the points. [/quote]
Ah. Anyway, from a math guy, when you start thinking in angles, you’ve made things a lot harder for yourself.
I mean, whenever you need a constant rotational change or velocity (the rotatey part of your thing) then you need the trig, but otherwise, trig is entirely unnecessary and limiting.
I approached this problem in two parts. The first was to make the rotatey thing, which is just some trig for the circle.
The second was to make a thing that would do this kind of thing.
And then I just put the two together.
You can look at it here:
I think they’re awesome, too bad I’m too lazy and bad at programming to make my own. ![]()
Trig is fine. The only issue I have with it is remembering all the different identities. Math concepts are usually fine for me. I usually just struggle when memorizing equations.