Author Topic: Calculating Slopes  (Read 2179 times)

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Offline leafy

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Calculating Slopes
« on: February 12, 2011, 07:07:59 pm »
How would you go about moving an object in a straight line? Axe doesn't support decimals, so how could you calculate slope and use it to move an object?
Or would you have to use trig?
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Offline calc84maniac

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Re: Calculating Slopes
« Reply #1 on: February 12, 2011, 07:12:45 pm »
Most of the time, we like to have scaled-up values when working internally with the physics and scale them back down when displaying them onscreen. Typically we have 256 represent one pixel (though you can do it any way you want. 256 is probably the fastest number to divide by)
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Offline leafy

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Re: Calculating Slopes
« Reply #2 on: February 12, 2011, 07:15:24 pm »
Yeah so I was thinking take the unscaled value of the slope between two points (store the rise into one var and run into another) then scale the movement down by 256, but still use the unscaled slope values.
« Last Edit: February 12, 2011, 07:15:37 pm by leafiness0 »
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