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06-17-10, 01:21 AM   #13
nightcracker
A Molten Giant
 
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Join Date: Sep 2009
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It indeed is a lot like what AVR did, but for different purposes. I'm indeed ignoring the Z axis, and I'm also ignoring camera position, thus making it not an overlay for the world, more like a compass.

I'm kinda stuck here, because I know that I have enough data to render, but I don't know how.

I know the distance to the point.
I know the position of me and the point.
I know the angle between your facing and the point, ranging from -180 to 180 where 0 is a perfect facing.

Now the dots on the screen are glued in a fixed Y position(in my case all on the top of the screen), only the X position varies. Please help me, because I really dont know how to determine the correct X position of the dot. I can easily rework the angle into an other scale(radians, from 0 to 360 with 0 being perfect facing, etc), no matter how you want it but someone please help me I'm stuck

EDIT: Once I'm done with this I MIGHT take camera distance into account.
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