Game Development Community

How to create a guide that will predict the angle of a shot

by zackl · in Torque Game Builder · 10/28/2011 (5:34 pm) · 5 replies

I was wondering if anyone could point me in the direction on how to create a visible guide that will show the player the angle a shot will hit. Like in pool games where the player has a visible guide that will tell them the angle they will hit and the direction they will travel after the hit. I don't know where I should be looking for the solution(castCollision,polarForce) any help would be greatly appreciated. Thanks

#1
10/29/2011 (12:56 pm)
Most games do this by having their own physics programmed in. They can then project the physics model into the future to see where it would be at any given moment and then plot those points together to show a line. There's nothing built into T2D that will help with this.
#2
10/30/2011 (11:17 pm)
Hey William thanks for the reply. So there is no why to accomplish this with torquescrpt? I mean tgb has physics it also has math and vector math functions.What about using a invisible proxy object that is sent out until it collides with something and then figuring out the bounce formula...I always thought that a bounce an object took was opposite to to the angle of impact. I appreciate your time on this and any insights you have. thank you
#3
11/02/2011 (1:35 pm)
Projecting an object out without having it interact with the existing game would likely require a modification to the C++ engine.

It is true that if you are doing something simple like sphere-to-sphere or sphere-to-line, you have simple calculations available to you. If you search "circle-to-circle collision" or "circle-to-line collision", you'll find resources that give you the point of impact, and the angle of incidence and reflection. You can then use those to draw lines in T2D.
#4
11/02/2011 (7:05 pm)
hey William i appreciate your help. I am new at this but, I think that the way I have it set up with a circle set to bounce collision and that is colliding with a static side would be "circle to line" you mentioned.Does the "need to be straight"? Thanks for the reference to the resources I will definately check those out.
thanks
#5
11/03/2011 (12:44 pm)
As long as your game doesn't have external forces (gravity, drag, other moving objects), finding where a moving circle hits a straight line should be all that you need.