these 3D maths are driving me nuts I have my angular velocity code ready in the plane (see atlas.uni-wuppertal.de/~muenchen/rottest.tgz - press ‘m’ to set a new target in the plane), plus/minus numerical stability issues… but as soon as the target (the AI should rotate to face) is not in the same plane, weird things happen
What I want to ultimatively achieve is that, given a new target, the AI should use its angular acceleration to turn to the target, and smoothly “brake” the rotation when facing it (see my code, I start to “brake” when the angle to the target is less than 20 degrees…), while using the shortest possible rotation direction.
Because I want to do/calc other stuff based on this rotation, I cannot just use an Interval (I guess). So it’s just about fixing my vector/quaternion maths, I’m afraid grin
Has someone got a clue for me?