I’m trying to model true 3d movement.
For example, if I’m walking on a flat ground in my 3d world, I could use:
if(GetAsyncKeyState(VK_UP)) {
x += sin(angle * (3.14 / 180)) * walkSpeed;
z += cos(angle * (3.14 / 180)) * walkSpeed;
if(GetAsyncKeyState(VK_DOWN)) {
x -= sin(angle * (3.14 / 180)) * walkSpeed;
z -= cos(angle * (3.14 / 180)) * walkSpeed;
to calculate my new X and Z positions.
This isn’t the problem. In this method my “Y” value is always constant. I want to allow movement in the “Y” direction based on a “lookAround” (up and down on the Y Axis) angle I’ve calculated.
I can’t seem to get the trig to figure out this value. I can look up, but I’m always moving forward as if I’m looking forward. I want to move in the direction the camera appears to be looking. So if I point my gun at a 45 degree angle upwards, I want the bullet to move on the proper trajectory. X,Y, and Z… Any suggestions? Thanks again…