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Sep 23, 2016 at 23:54 history tweeted twitter.com/StackGameDev/status/779468965789696000
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Jun 26, 2015 at 22:02 comment added akaltar @Akareyon I would love to see this work as I do have an L-System, maybe you could create a separate matrix, and just use matrix multiplication? Other than that, I guess you must resort to some other iterative method.
Mar 28, 2015 at 15:35 answer added Robert Eastwood timeline score: 1
Sep 27, 2013 at 8:56 comment added Akareyon Maybe I was being unclear. Here: math.stackexchange.com/questions/40808/… I learned how the gravity vector inside the object is computed, with the world gravity vector and the rotation matrix given; therefor I was under the impression that some similarly trivial approach would suffice to transform a rotation matrix "towards" a world vector, so to speak.
Sep 26, 2013 at 18:19 comment added Nathan Reed Well, I imagined coming up with a formula rather than a bunch of conditionals. The amount of extra tilt should vary continously with the current orientation.
Sep 26, 2013 at 8:03 comment added Akareyon Thank you! I have considered that, but only as a last resort as it involves a bunch of conditionals - as you say, IF tilted to the right, tilt a little more to the right, also pitch a little down if heading forward, BUT more up if belly-up and so on. I imagined there would be an easier, straightforward way to simulate a gravitational "pull" on the turtle's trajectory.
Sep 25, 2013 at 18:53 history edited Akareyon CC BY-SA 3.0
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Sep 25, 2013 at 18:52 comment added Nathan Reed You could try altering the angle based on the orientation of the current segment. If it's currently tilted to the right of vertical, tilt the next segment a bit farther right as if gravity were pulling on it, and vice versa.
Sep 25, 2013 at 18:01 review First posts
Sep 25, 2013 at 18:12
Sep 25, 2013 at 17:43 history asked Akareyon CC BY-SA 3.0